Discussion in 'Map Factory' started by Kinas10, Jun 17, 2015.
That's it, It's one room. Just need people to test it.
Why do you want to test snap tha consists of a one room?
Also pictures would be much appreciated.
Your own description sounds like you didn't really try. A single room is not going to play balanced, nor will it be fun! I'm sure you can do much better, if you just apply yourself. You'll make something to actually be really proud of.
I forgot to say that this was my first map. Ever.
My first map ever sucked quite a bit as well, and no one has to upload their first experiment here. Try to adapt or copy elements from official TF2 maps that you've enjoyed playing to get a feel for what a good gameplay space feels like.
This is the map, everyone. (linked, not sure how to thumb images...)
I don't know anyone who'd want to DM in this. There's only one spawn point per team, the skybox is literally the ceiling (guess where it is), and the only thing breaking up the flat ground are the lights (that apparently don't work the right way, because the light they cast is on the wall behind them... I guess). There's small health and ammo to make camping really easy (on a DM map of all things!) and on one side they're a lot higher off the ground than the other. Also the wall on the RED side has a crack in it.
Do you know what MGE is? Head on to an MGE server for a while and examine the map. It's made up of smaller segments from maps commonly played in competitive because they're common places you DM in. There's geometry. There's features. There's literally anything that isn't flat ground with lights and some health and ammo. It's fun to DM on. Hell, don't even bother with MGE, go look at DM_store - yeah, DM_store. DM maps should be fun for every class to run around in and kill shit. This map doesn't do that.
And no, "it's my first map" isn't an excuse for being mediocre. You literally - literally - took a box and put stuff in it. Come on, dude.
Well, yeah, "First map" isn't a excuse.
Take a look for KotH_swamp, my first map. It sucked. A LOT. But I tried to fix or upgrade... but it was so shitty that i cant do anything for it anymore.
And if you want continue, look for KotH_walleye_warehouse. My second map, "port" from Splatoon, I think that its a lot better, no random shit everywhere. (I will update that map if i get the Splatoon textures... sorry, but for now, nothing)
THIS IS JUST A BOX! And you want people to test this? THERE'S NOTHING TO TEST! THERE CANT BE ANY GAMEPLAY!
At least, i suppose that you know how to control Hammer and create brushes... entities...
I recommend: go, and search some tutorials, please.
Edit: When creating a map, Snipers are a big problem, really, i recommend, when you "Finish" the map, do something to nerf the snipers...
1. Be proud of your first box.
2. Celebrate your first box.
3. Don't release your first box.
Well imma quit making maps, thanks guys. JK, j.k.
"This box is mine. There are many like it, but this one is mine."
Hi, Kinas. Welcome to TF2maps.net.
I have some pros and cons for your map after I tested it a bit in TF2.
Your map does not have any info_observer_point entities. These are what the game uses as cameras for spectators. It's important to have at least one in a map because if you don't, then when people join the map they will be looking at the map from outside. If you only add one, make sure it's set to 'Welcome point' in its properties.
Your map has no spawn rooms. These are very important, because when people are about to play the map they are frozen in place but they can still shoot. That leads to what can be called spawnkilling, where people can shoot each other before the round even begins. It also means Snipers can get ready to headshot people by lining up their sights. Here is some information on how to make a TF2 spawn room.
When you make an arena map, you should give it an 'arena_' prefix in its name. This helps server operators and players understand what type of map it is, and some servers use special plugins that only work when the map is named correctly. You also have to insert a tf_logic_arena entity in your map if you want TF2 to treat it like an arena map. The dm_ prefix is okay if you want to use your map as a deathmatch map, but deathmatch isn't really supported by TF2. Most maps that have a dm prefix are really just adventure maps that have places and things to explore.
In your map I noticed that some of the walls are not straight, and are actually slanted. It doesn't really matter but you should try to keep your walls properly square in Hammer. It will really help you later on. The exception to this would be if you are building a place that is on an angle, but that is for later.
Your map is composed of a bunch of large brushes, but hardly any of them actually meet up nicely, to form flush edges. If you have two brushes right next to each other, and their edges are not aligned perfectly, it will cause your map to be less than optimal, because the engine will think it's a complicated area and spend more time rendering it. Builders use the term 'flush' to describe something that is set perfectly in to a surface, so that it does not stick out at all. For example, some electrical sockets on a floor. If your brush edges are flush, then your map will be better optimised and you will have less problems later.
When I go in to spectator mode, or type noclip in to console to fly around, I go outside the map and I can see the other sides of your walls. When you make a map, if you do everything right, then the other sides of the walls that go in to the 'void' (the blackness outside a map) will be completely removed, because they aren't needed, as no player will be able to get out to see them. If Hammer leaves those walls in the map, it means you might have a leak, which is when the inside of your map can see the outside somewhere because there is a gap in between some brushes. You should have a look in your map in Hammer to see if that is what is happening. When you compile, have a look in the compile log to see if it says you have a leak. You can copy and paste your compile log in to this web page to see what the error messages mean.
You only have one spawn point for each team. This is a problem, because when lots of players spawn they will be occupying the same space. It doesn't hurt them but it looks funny. You should copy and paste your existing spawn points a few times. Remember to leave a gap between each spawn point, of between 32 and 64 Hammer units, and always make sure that your spawn points are floating off the ground a little bit, because if they are standing on the ground they might not work.
One of your construction light props is floating off the ground.
Your map does not have any variation in its architecture. Normally, a map is made up of lots of boxes of different sizes and shapes. They all join each other, forming rooms and corridors. Even outside areas can be considered boxes. In order to make your map interesting and fun, you need to have lots of places for people to run. Don't worry about making mistakes, or making somewhere that doesn't look very good. Do what ever comes in to your head. You can always have it tested by people later on, and they will tell you what they like and don't like. For a great example of how a big box can be turned in to a map, look at the layout of Turbine. The main room is a large box, and it has two corridors on each side. It is a very simple map, and it shows very well how easy it can be to make something that works.
Your map is a bit too small. Games will be over very quickly. But that is covered by the last point.
You don't have a capture point in your map. In arena maps you should always have a capture point because it means one team can still win if the other team are hiding. They also work like a magnet that draws players together when they are lost or searching for people to kill.
Your light_environment entity is outside of your map. You can't put entities in to the void, unfortunately, because they don't like it. They will cause your map to leak, and that means it may break something. All your entities should go inside the map. If you have important, special entities like light_environment, env_sun and tf_logic_arena, then the best thing to do is put them all in the very centre of your map, because if anyone ever decompiles your map to learn how you did something, so they can improve their knowledge and ability, they will be able to find them easily, and they will be neatly grouped.
You aren't using version suffixes in your map's filename. When you make a map you should use a1, a2, b1, b2, etc at the end of the filename, in case you release a new version. Try not to name maps without version suffixes, as the simple format (e.g. cp_dustbowl) should be reserved for 'final' versions.
You are using a light_environment for your outdoor lighting. That's great!
Your construction light props are the correct type, prop_static.
For an eleven year-old, you have shown great potential to grasp the mechanics of building maps. Now you can begin to experiment with layouts.
Have you been watching any YouTube tutorials to learn how to map? I recommend TopHattWaffle and UEAK Crash.
Thank you, Matty, for that extremely helpful post.
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