dirge

Discussion in 'Map Factory' started by bootboy, May 15, 2010.

  1. bootboy

    bootboy L1: Registered

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    Hey all, this is my first map, please check it out, i would really appreciate some feedback.

    Two opposing forts with a control point in each, plus a neutral control point in the center of the map for capture, multiple routes to each. I tried to hang back on the health kits to avoid stalemates/boring matches.

    Thanks, please post, and have fun!
     
  2. Micnax

    aa Micnax I maek map

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    The second screenshot makes me thing it's on a suspension bridge ;D

    I'll take a run round it.

    Edit: Hmmph, TF2 is crashing on me when I load maps. Bugger.
     
    Last edited: May 15, 2010
  3. bootboy

    bootboy L1: Registered

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    Ah, thats not good, hope its not my map :p

    Post your thoughts if you fix the problem. I really have no idea how this map flows at all though, havent been able to get nav_generate to work at all, crashes every time. so no bots.
     
  4. Prestige

    aa Prestige im not gay anymore

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    first pic's texture is ewwww
    the map looks like it is floating in the air, and the layout looks really straight. I don't see many alternate paths. :/
     
  5. Micnax

    aa Micnax I maek map

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    Yeah, it was a DirectX problem I just did, not your map :p

    Well, here ya go:

    [​IMG]

    First thing I noticed was the amount of doors you have, it's a lot. It also brings me to the next thing...

    [​IMG]

    All the doors open when touched instead of using trigger areas. Use this to help you make efficient and awesome doors.

    [​IMG]

    Adjust this so it looks neat

    [​IMG]

    Again, another door, but it's at the top of a ramp. Remove it from both sides, it's not needed at all.

    [​IMG]

    VERY, very small for a capture area. Maybe remove the walls around it? Also, I couldn't get into the room because the floor held me to the ceiling. I had to crouch to get under it.

    [​IMG]

    You surrounded the map in a big skybox cube, which equals unused space and dreadful compile times.

    [​IMG]

    All of these lights are floating from the ceiling

    [​IMG]

    For areas you can't see, cover them in the Nodraw texture. That way, the surface won't be rendered.

    [​IMG]

    Expand these ramps, could be hard when a team tries to rush to the next point.
     
    • Thanks Thanks x 1
  6. bootboy

    bootboy L1: Registered

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    Thanks a ton for the detailed analysis, i appreciate it alot, i will fix everything you listed. I know about triggers for doors, but i havent been able to get it working very well, i will do some more work on it tonight. I actually knew about that un-neat ramp thing, i just forgot before i compiled =P. Never considered the no-draw thing, thanks. Will make changes and re-upload by the end of today.
     
  7. absurdistof

    aa absurdistof

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    Two things,
    1) Download A Boojum Snark's mappers pack here. Just make sure you stick with the updated version(s), as he does update it. Acting contra to such a thing would force him to relinquish his title and attribute of being boojum :/
    2) Get VBCT (look it up on developer.valvesoftware.com)