First map: CP_Vally_Forts

Discussion in 'WIP (Work in Progress)' started by JosephOhSnap, Jan 7, 2009.

  1. JosephOhSnap

    JosephOhSnap L1: Registered

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    I thought that some of you would be impressed by my first map, but after taking a look at some of the other WIPs, it is obvious that you wont be. :blush:

    Still, i wanted to show you guys.

    It is a 2 cp map, much like one stage of dustbowl. it is made for small games of around 3v3 to 6v6. the defensive team will have a very easy 2nd point to defend, but a very difficult 1st point to defend. most of the time, teams will be fighting over paths from the first to the second point.

    Snipers, soldiers, scouts, and demopersons will do well at the first point. while heavies, pyros, and engies will do well at the 2nd point. medics will mainly be used to get heavies/pyros past the open areas of the 1st point, and will not be used much for actual combat. Spies wont be very usefull on this map, but i tried to give them some uncloaking areas.

    [ame="http://www.youtube.com/watch?v=BiUcdAo5NhQ"]YouTube - My map is Almost done[/ame]
    dispite the video, red starts out with both points. i captured the first one before i started recording.

    any thoughts? ideas?
     
    Last edited: Jan 7, 2009
  2. Evilwind999

    Evilwind999 L1: Registered

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    not bad at all, lots better then my first map LOL :p
     
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  3. ikem

    ikem L6: Sharp Member

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    yea way better than mine too hdr is a bit bright tho
     
  4. JosephOhSnap

    JosephOhSnap L1: Registered

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    Well ya right now it is. I think it will be less blinding once i get the indoor lighting all worked out. i really messed up on it here. should be an easy fix though.
     
  5. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    That's not red's spawn looking directly over that second cp is it? Red spawn is gonna be spawn camped basically, and spammed to hell. You also run the risk of Red running straight out of spawn and instantly breaking the capture.

    You might want to give your buildings some purpose for being there. A lot of beginner mapper's have the habit of constructing rather generic architecture. The Red base seems huge and 2d, much in the same way that well felt in TFC.

    However, your 3dskybox is lovely.
     
  6. JosephOhSnap

    JosephOhSnap L1: Registered

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    lol. It is going to take me a while to get used to the fact that pointing out a ton of flaws in someone's map is actually constructive criticism.

    Yes reds spawn is directly overlooking the 2nd point. but during my playtesting i found that if blue can spawn camp, then they won. i am fine with that "problem" on this map.

    the buildings' purpose for being there is quite simple. ill have to get back to you on the answer though. i havent decided yet...

    funny thing about the skybox though.i am not sure if i made it the way i was supposed to, but here is how i did it. i put a massive playerclip box on the outside play area, then a huge skybox around that.in between the two is all of those displacement and tree things.
    [​IMG]



    I am pretty sure that this is the wrong way to do it, but it was the only way that i knew how to.
     
  7. zpqrei

    aa zpqrei Theme Changer Extraordinaire

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    Until you get to heavy optimising - it'll be just fine.
     
  8. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    That's ok for the moment, is all you will have to do later is replace the whole sized trees with 3dskybox versions (1/16th of the original size) which may be tedious but necassery. There's probably group version that have loads of trees if you're lucky, you can just replace all individual trees with that. So, select all of your (now 1/16th 3dskybox versions) trees and the displacements and go tools > transform > scale 0.0625 on all axis.

    Well.. to save me going on.. 3dskybox