CP Fjord

Discussion in 'Map Factory' started by pfh12998, Aug 6, 2012.

  1. pfh12998

    pfh12998 L1: Registered

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    Hello everyone! This is my first TF2 map. Ever. It's in Alpha, so there's your dev textures, and a sum props . It has 2 out of 4 planned control points in the area, and is a small map and is meant to be "quick" (even though the max time limit can go to 8 mins, when I add CP 3 :/). Also, a thing here is falling, on most points you can be blasted off into the sea.

    CP_FJORD ALPHA V1_2

    Known Issues-

    -Time- is it too long?
    -Few graphical errors

    TO DO:
    -MORE PROPS! MORE DETAIL!!!!!!!!
    -brush fixes!
    -displacements!
    -Finish third CP basic structure and CP!
    -Finish the map


    That's all for now, folks! Run around and tell me more.
     
    Last edited: Aug 8, 2012
  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    FJORD

    This has been an official tf2maps.net in-joke
     
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    Last edited: Aug 6, 2012
  3. pfh12998

    pfh12998 L1: Registered

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    Oh god, does that mean it's taken?
     
  4. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    TF2Stats says no. And I have no idea what LeSwordfish is talking about.

    In the future, you can use cl_drawhud 0 and r_drawviewmodels 0 to hide the hud and weapons for taking screenshots. (Or just hide your hud in spectator mode).
     
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  5. pfh12998

    pfh12998 L1: Registered

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    Oh! Thanks for the tip!

    "Hard" at work now. (ie. new version soon)

    EDIT: Soon as in, tommorow (GMT +8 here!) cya!
     
    Last edited: Aug 6, 2012
  6. GPuzzle

    GPuzzle L9: Fashionable Member

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    From the full map screenshot, I see a big sightline over looking the second point.
     
  7. colacan

    colacan L5: Dapper Member

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    Is there any water in the map? Because you say that you can fall in the sea, but I can't really see it from the screenshots. Also that shed on the right of the third screenshot has no light inside of it.
    EDIT: Don't know if you know (I think you do, but anyway), it's useful to put _a# (where # is a number) behind your map's name to keep different versions separate.

    I downloaded it, because I was curious about the water... And then I found out some weird things. Some metal doors in the blu spawn that open once setuptime has finished should stay open. But they close after 3 seconds.
    The water lets you see the vault, same goes for skybox when looking down. Also, I can just walk in the other teams spawnroom and resupply there. And the water-deathpit is going to be great for airblast-loving pyro's.
    So a list:
    - blu setupgates need a fix
    - spawnroom doors with team filters
    - water?
    Just trying to give you some useful info :)
     
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    Last edited: Aug 6, 2012
  8. pfh12998

    pfh12998 L1: Registered

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    I fixed the doors, the team filter texture doesn't work (They still work, I added filters to both areas), and the "missing" water is caused by lack of cubemaps. I'm going to fix all of it soon (ie next version).

    IE. You can actually play a round! So I'll be posting that soon, as soon as I figure out how to get the filters to work properly (seriously, help! I can't get them to work, nodraw on all sides except the face that shows the no_entry texture right? I parented it AND told it the spawnrooms!), and to get a door to open properly when you get near it. For now, I'll probably use "On Touch, Opens"

    So yeah! Look for a new version in the next hour! So much has been added, too!

    EDIT: Checking for leaks, to fix water! Will upload. Soon!
     
    Last edited: Aug 6, 2012
  9. colacan

    colacan L5: Dapper Member

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    func_respawnroomvisualizer is what blocks the entrances of spawrooms, yes. If the func_respawnroom is set to red, the visualizers will keep blue out. So they should work if you set "associated respawnroom" to the name of the red spawn. No need to parent it to anything.
    And the mapping resource pack from ABS has prefabs of doors, team filters and other stuff. So if you use those, the doors will work. (probably)
    Good luck.
     
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  10. pfh12998

    pfh12998 L1: Registered

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    He, it works now (as you will see if you try the map now).

    Anyways, I've textured a bit of it, added more stuff, and put up a new building between A and B for cover, as well as MORE cover, thinking now, I'm going to remove a bit, might be too hard to defend everything :p
     
  11. pfh12998

    pfh12998 L1: Registered

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    Updated! Just a little bump-love to show that it IS updated. Because looking at the main image on TF2map's homepage is so hard.
     
  12. GPuzzle

    GPuzzle L9: Fashionable Member

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    For an alpha, the detail is near beta level. Dev textures should be used in early gameplay development, so you can make layout changes easily based on the feedback from the gamedays.
     
  13. pfh12998

    pfh12998 L1: Registered

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    Yeah, I texture it cause I'm bored :p Anyways, It's still easy for my to change things around, but from this note I'm to leave everything to dev for the last two points.
     
  14. pfh12998

    pfh12998 L1: Registered

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    I'm thinking of changing the map to a 2 cp map. What do you guys think? I think it would work a lot better (If I do go along with this plan, CP A will be removed and replaced with a building and CP 3 with be moved a bit farther.
     
  15. GPuzzle

    GPuzzle L9: Fashionable Member

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    Make it 3CP map, like Mountain Lab. It is better. I hate Gorge, the second point is a sentry rape.
     
  16. pfh12998

    pfh12998 L1: Registered

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    I already have the 2cps planned out, I dunno where I can fit another. The last point is a sightline w/ cover and 3 entrances to the point (straight forward, and from the left and right) You'll see, and really I wish this could be actually played because I want feedback on the balance :D

    Anyways, If I decide on making it 3CP, I have a plan, but I'll need to think about it.