CTF experiment

Discussion in 'Map Factory' started by Aurora, Jul 3, 2012.

  1. Aurora

    Aurora L1: Registered

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    after 12 Days of work,

    • I guess my first ever released map for Tf2 is finnaly done.
    • Hope you enjoy it.
     
    Last edited: Jul 3, 2012
  2. Jeremy

    Jeremy L11: Posh Member

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    Looks pretty cool, but I can't help but feel it might be a bit too dark.

    Also, the control point looks like it could be easily missed, what with the CP prop being suspended rather than on the ground, like it usually is. Why is it upside down?
     
    Last edited: Jul 3, 2012
  3. Aurora

    Aurora L1: Registered

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    Hehe, because its just element of decoration ^^. thx and i guess i will not do anything more with this map, i guess its not worth at all.
     
  4. Micnax

    aa Micnax I maek map

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    What? Why not? It looks like a decent start. Don't give up so easily!
     
  5. tyler

    aa tyler snail prince, master of a ruined tower

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    There are good and bad ways to use darkness as decoration. Look at how Doublecross uses dark spaces out of the gameplay areas.
     
  6. Jeremy

    Jeremy L11: Posh Member

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    No, don't quit! Put up some more screenshots, work on the map and enter it into a gameday. It may well turn out to be great eventually! It's already a lot better than my first TF2 map, I can assure you.
     
    Last edited: Jul 3, 2012
  7. Aurora

    Aurora L1: Registered

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    Well i didint give up so easily, but after 50 renders that took 2 hours each one i just want to pass out with this, really bad render optimalized map. more maps will come soon, and waay better then that :p, it was made first from fun with measure (put here that put here this) and now its looking like this.
     
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  8. Pocket

    aa Pocket func_croc

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    Two hours? Did you at least func_detail stuff like the bridges and wall slats in the first shot?
     
  9. colacan

    colacan L5: Dapper Member

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    I never got it longer than 10 minutes on vrad. Maybe 12 minutes once, but never even near 2 hours.
    And it looks nice I think.
     
    Last edited: Jul 4, 2012
  10. Aurora

    Aurora L1: Registered

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    i never make such a big map like that and i didint make any func_details stuff 9_6

    i dont know how to use it, only thing i used was fade in/out of props and hint texture on enter to big room

    EDIT: and i compiled the map using HDR full (slow)
     
  11. colacan

    colacan L5: Dapper Member

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    Select the stuff you want to func_detail (walkways, supports that kind of stuff) and press ctrl+t. This will tie the gemoetry to a func_detail. Make sure you don't do this with the skybox. Displacements may also not be tied to a func_detail (or any other entity)
     
  12. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Basically, anything small and fiddly should be a func_detail. Anything curved should be a func_detail. ANything you can see through, or past, or around should be a func_detail.

    Basically a func_detail speeds up compiling by telling the compiler "Don't worry, you can see past me." The compiler stops trying to calculate who can see what around it.
     
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  13. Aurora

    Aurora L1: Registered

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    Thanks for Help guys :)
     
  14. Pocket

    aa Pocket func_croc

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    That's probably the best way I've ever heard this explained.
     
  15. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    func_detail = depressed highschool teenage girl.
     
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  16. Aurora

    Aurora L1: Registered

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    Anyway thats really good everyone here are so nice :D, i though you will critic my map as hell etc. but i see I've had warm welcome. Thank you guys again :3
     
  17. colacan

    colacan L5: Dapper Member

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    Well, one small thing. I think you playerclipped a little too much. In the spawnrooms you have those supports on the side of the wall sticking out, but you can't get in between them because there's a playerclip. And in the intel rooms with those windows at the back (with the rockets) you can't get on that small ledge. Some other cases too, but no obvious ones that annoy me. I would suggest removing the ones I said though.
     
    Last edited: Jul 5, 2012
  18. Aurora

    Aurora L1: Registered

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    is the map gone? I'm back out of curiosity, i cant seem to find it anywhere
     
  19. killohurtz

    aa killohurtz Distinction in Applied Carving

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    When we moved the site last year, we had to manually import all the old downloads. See this thread for instructions on how to import your stuff.
     
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  20. Aurora

    Aurora L1: Registered

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    I do not own the map anywhere anymore, so what do i do?
     
    Last edited: Oct 16, 2016