Driftwood

tarmo-

L3: Member
Dec 10, 2008
108
28
cp_driftwood_b1b, 5cp map by Tarmo Malmi.

Made in 1.5weeks, having competetive side of tf2 in mind.

Thanks to:

Red/Blue logos - by [C$W] moe
Alpine Rockwall Texture - Original by Valve, Recolor by JoshuaC
Fun overlays - by Mort
Skybox pinetrees - by TheDarkerSideofYourShadow
Prop_mining rocks with alpine textures - by VelvetFistIronGlove
Ambulance model for resupplylocker - by oxy
Concrete to Alpine-ground texture - by Void

Tollo (great feedback/innovative ideas)

UPDATED :

b1c: fixed purple window (atleast should work) and added rock material to pack because it didn't want to include to bsp
b1b: added more materials to .bsp
b1a: added models/materials to .bsp

Download 7z: http://www.nocrits.com/maps/cp_driftwood_b1c.7z
Download bzip: http://www.nocrits.com/maps/cp_driftwood_b1c.bsp.bz2

ETF2L: http://etf2l.org/forum/mapcomp/topic-3132/page-1/?recent=44400
FPSBanana: http://www.fpsbanana.com/maps/92629
Steam Forums: http://forums.steampowered.com/forums/showthread.php?t=849858
TF2Maps.net: http://forums.tf2maps.net/showthread.php?t=6455
tf2.fi: http://www.tf2.fi/forum/index.php?topic=325.0
teamfortress.fi: http://www.teamfortress.fi/index.php?page=84&ketju_id=15554&tyyppi_id=8&kat_id=99
 
Last edited:

FreeLance_FoX

L6: Sharp Member
Sep 6, 2008
353
173
Looks awesome! I just walked through it and it felt like it had a LOT of potential!

Without going into too much detail, some of the more obvious issues:

1) Missing textures for the reskinned rocks at mid and the ambulance, both of which I assume that since they are custom textures needed to be packaged with the map? (Don't rely on me, I don't know how it works either ^^)

2) Clipping was obviously incomplete, but before releasing another "beta" do at least make sure that you can't get outside the map and get stuck... spawn areas came to mind, as did some of the highest roofs.

3) Flow between points seems choppy. Before getting too much more into detailing or fixes, consider the flow of areas. I could tell that the last point was a remake of Badlands, which is fine, but try to be more considerate and thoughtful in your paths, because as it was the paths between points really made no sense and just seemed to be there for the hell of it (or just to say there's a path, that is)

4) Continuity of theme... seemed a bit off. I LOVE the idea of a driftwood themed map with lots of varied, colorful, washed out wood tones... but right now it's just a bunch of wooden buildings with no identifying features. For instance, maybe the middle point, instead of being just a CP under little flat roof, could become a little run-down shelter in a clearing with a patchy roof and weather-worn sides? I don't want to lead you, but y'know it would be a lot easier to come up with paths and areas that make sense if they had a unifying idea. ^^

5) I love the way middle looks. The approach from 2nd that goes to the left or right seems to make no sense in my head (and the power plugs plugged into eachother made me LMAO) but the shape of the cover around and on top of the point looks like it would really work! The last point seems really weird to me, too. Maybe do a rework of the area around the point to include more vertical parts and find a way to make the weird glass thing around the point (which does serve a purpose) look natural. >_0

<3, FoXy