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CP Frostbite A3

Top secret RED Base in a frozen battlefield

  1. TheNotoriousTEK

    TheNotoriousTEK L1: Registered

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    Frostbite - Top secret RED Base in a frozen battlefield

    Hello! Today, I bring you my first (serious) map for TF2!

    This is FROSTBITE, a single-stage linear attack/defend control point map.

    The map is set in a freezing valley of some sort with a blizzard raging on. RED has built a top-secret scalar weapon and has hidden it behind a totally conspicuous storage facility. BLU's job is to capture the facility so RED can't use their scalar weapon.

    As I mentioned before, this is my first serious map for TF2, so there are bound to be (lots of) mistakes! I have not had much time to work on this; creating this map took around 5 months, so I haven't gotten to everything. Please let me know of any bugs and glitches. I am also open to constructive criticism! I have no clue how the balance of the map works, and how it will play out with real people (because bots are dumb and can't do anything smart).

    Still need to do:
    -Optimization (not a big map, shouldn't lag)
    -Add more details


    Pics:

     
  2. sooshey

    aa sooshey :3c

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    It looks pretty nice from the screenshots, but i couldn't help but notice that it's already mostly detailed yet still in alpha development. Most people leave dev textures and few (if any) displacements at first because layout changes after testing an A1 are almost guaranteed and it's easier to do that without moving all the tiny details around.

    Secondly, you're right, bots are stupid and should never be used to test gameplay (only logic). Read more here: http://tf2maps.net/threads/psa-dont-test-with-bots.19537/
    Sorry i am on mobile and can't hyperlink that.
     
  3. TheNotoriousTEK

    TheNotoriousTEK L1: Registered

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    Okay, thank you! I should probably change it to B1 then...
     
  4. sooshey

    aa sooshey :3c

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    aah no that's not what i meant lol....since this has had no human testing then it's technically still an alpha. I'm just saying usually layout comes first and then details come later. If you got your map tested here I guarantee you you'll get some major feedback, it's just how A1s work
     
    • Agree Agree x 1
  5. TheNotoriousTEK

    TheNotoriousTEK L1: Registered

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    Oh I see :p
    (I'm just very detail orientated)
     
  6. MaccyF

    aa MaccyF Notoriously Unreliable

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    There's nothing intrinsically wrong with doing it this way, it just means that it takes a lot more effort to fix any problems
     
  7. Cytosolic

    Cytosolic L4: Comfortable Member

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    Usually you want to focus on good game play first before you detail. This makes it much easier to change at a later date. It really sucks to detail you're entire map and find out it plays terrible and you'll have to start over or make massive changes. Also on another note, it looks like B is surrounded with prop spam. You shouldn't have to rely on random props to make interesting game play, try to use brushes and world geometry instead. Plus, it looks ugly. the same goes for the back of blues spawn as well.

    Either way it looks really good for your first map (if it is, but I'm assuming so) and you should try to get it into a gameday or impromptu test, or as we call them here "imps" , and get it play tested. Watch the server event forums to see if any gameday submissions pop up, gamedays are usually hosted on the weekends on the us server, IP: 70.42.74.31:27015, or the Euro server, I don't the IP for this one but you can find it onsite.

    Focus on having good game play first, then worry about how it looks.
     
    • Agree Agree x 1
  8. TheAppleJhon

    TheAppleJhon L2: Junior Member

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    Just make sure that your buldings arent detailed too much, since they are the ones that take the longest time to change if you have detailed them! props and displacements are fine, since they are easy to add and remove and can help you get a good understanding of your theme.
     
    • Agree Agree x 1
  9. TheNotoriousTEK

    TheNotoriousTEK L1: Registered

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    Changelog for A2:

    -Changed some of the spawn times for the first point
    -Removed the two sets of health/ammo packs in the B entry room and moved them outside
    -Removed the health/ammo packs behind the crates in the B cap room
    -Added some player clips
     
  10. TheNotoriousTEK

    TheNotoriousTEK L1: Registered

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    Might change it to beta soon, got some friends to play test it...
    Anyways, the changelog:

    -Made the peephole window overlooking B bigger
    -Moved the health/ammo packs near said peephole closer to the barrels
    -Gave BLU team 5 minutes to attack the first point
    -Changed the added time to 5:30 after capping the first point
    -Minor details

    Read the rest of this update entry...