DR dr_pathway a4

A basic yet enjoyable journey.

  1. AgentApple50

    AgentApple50 L1: Registered

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    dr_pathway - A basic yet enjoyable journey.

    This is my first map, and my first post on this website ever. With that being said, don't expect to see any ground-breaking stuff like full on animations and such. However, I am working to improve and will update the entire map as I continue to learn new techniques.

    What I currently have to far

    - An AFK killer for RED team
    - A slow door to slow down the REDs in order to let the BLU get in position
    - 31 different spawn points for RED and 1 spawn point for BLU
    - 3 traps and a small parkour section
    - A trap range indicator for RED and BLU to use

    Traps
    1. A sign on the wall comes out and smashes REDS on the wall adjacent to it, instantly killing them.
    2. Three cows that explode while saying their last words. (Moo)
    3. A BLU heavy that lethal taunts you with his finger guns.
    4. A small jumping segment, where failing results in death and the engineer saying "nope".
    Notes
    1. There is a custom texture in spawn, which will likely be missing due to me not knowing how to pack said textures yet. A recommendation towards a program would be appreciated.
    2. The map is full-bright, so don't play this at night unless you want to burn your eyes.
    3. The map is linear, which means the REDs go in one direction for the whole map.

    Feedback is ALWAYS appreciated, thank you for reading!
     
  2. AgentApple50

    AgentApple50 L1: Registered

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  3. Werewolf

    aa Werewolf Probably not a real Werewolf

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    OK, a few notes:
    • Consider using the established naming convention. By naming your map in it's current build "_V2", you're implying it's a completed map that you've come back to update, rather than the work in progress that is actually is. Crash made a video explaining the convention which you can watch here.
      In any case, I would call this version "_a2", (assuming your first version was "a1") so consider naming your next version "_a3".
    • 3 traps is NOT a Deathrun map! I would aim for a minimum of 10 traps or for it to take about 2-3 minutes to run from spawn to the end. There is no upper 'limit' on how many traps you can have, but the higher the number and the higher the difficulty of each trap, greatly effects the likelihood of players actually being able to win.
    • Please include some lighting. Even if it's basic, mat_fullbright messes with other maps when played on a server.
    • Add in a couple env_cubemap entities, and build cubemaps. TopHATTwaffle produced a guide on cubemaps and reflections which you can watch here. His whole "Hammer Tutorial V2 series" is very helpful.
     
    • Thanks Thanks x 1
  4. AgentApple50

    AgentApple50 L1: Registered

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    - Added a trap (That was painfully difficult for me to create)
    - Added lighting (No more full-bright!)
    - Attempted to create cubemaps (Not sure if I was successful or not)
    - Began using "a#" for versions instead of "v#"

    Read the rest of this update entry...
     
  5. AgentApple50

    AgentApple50 L1: Registered

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  6. AgentApple50

    AgentApple50 L1: Registered

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  7. Werewolf

    aa Werewolf Probably not a real Werewolf

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    I think you should add more than one trap at a time. You're not in any rush to get this done, we don't need an update for every small change you make.

    Just write down what changes you make as you make them in a txt file somewhere, then when you have a map that people can actually test on, then you could post an update here.