CTF Johto

Discussion in 'Map Factory' started by HMK-3, Jul 20, 2014.

  1. HMK-3

    HMK-3 L2: Junior Member

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    ctf_routegs_b1

    LAST UPDATE 17/09/2014
    Beta 1.0
    Improved everything

    Hi, Im HMK-3

    This is an Beta of my first map (Pokemon GSC Themed)
    I'm learning to use Hammer in the process, so before making a real (serious) map, i'm doing something fun (to me)

    Please i REALY need Feedback, i wanna know bad parts of the map, glitches, suggestions, balance issues, etc


    Thanks for being an awesome community

    (And sorry for my awful English :p)


    *Things to do:
    - Add Cubemaps
    - Fix the trees
    - Make Custom Water
    - Make Skybox
    - Finish Landscape
    - Add Sounds
     
    Last edited: Sep 21, 2014
  2. HMK-3

    HMK-3 L2: Junior Member

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    I just fix the download. sorry everyone :p
     
    • Thanks Thanks x 1
  3. Gnarly_Charlie

    Gnarly_Charlie L1: Registered

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    This looks great! Well done HMK! (Sorry if this can't convey my true feelings for this map, it's the internet after all. I personally like these types of maps.)
     
  4. HMK-3

    HMK-3 L2: Junior Member

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    I know this is not the kind of maps that TF2MAPS promotes, but the only way to learn how to use hammer, its doing something that i like.

    this project was originally meant for Doom, and ported to source, because
    1. it would attract more players.
    2. the doom engine its too limited with the geometry
     
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  5. Gnarly_Charlie

    Gnarly_Charlie L1: Registered

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    Good call. As classic as Doom is, it is dated. Very dated.
     
  6. Idolon

    aa Idolon the worst admin

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    Something that's worth mentioning is that maps without lighting are likely to get skipped over by (competent) server owners. The issue is that a map without lighting will set mat_fullbright to 1, meaning that lightmaps get turned off and every texture displays fully bright. mat_fullbright can't get set back to 0 without sv_cheats 1, and so every map loaded after a fullbright map will also show as fullbright. For this very reason, we actually don't allow fullbright maps to be tested in our gamedays, so you should definitely get around to compiling lighting.

    If you like the way the map looks, you can force materials to be fullbright by editing their .vmt files so they use the UnlitGeneric shader instead of LightmappedGeneric. Then, any lights you add won't actually effect the map geometry.
     
    • Thanks Thanks x 1
  7. HMK-3

    HMK-3 L2: Junior Member

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    I noticed that when testing, thanks, the next alpha will include them :3
     
  8. ok comp

    ok comp L2: Junior Member

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    I completely understand the idea of learning something through passion and I gotta admit this is such a cool and so far visually well executed "fun" map concept (I haven't played Pokemon since probably Gold came out 14(?) years ago so seeing this brought back some memories). Can't wait to try it out later!
     
  9. HMK-3

    HMK-3 L2: Junior Member

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    The map is updated now.
     
    Last edited: Jul 29, 2014
  10. HMK-3

    HMK-3 L2: Junior Member

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    Update 17/09/2014

    paceholder
     
  11. Muddy

    Server Staff Muddy Muddy

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    The routes to and from the intelligence look like they might be a bit too long. I've yet to play on this map though, so that could just be me.

    Otherwise, I'm liking it so far~
     
  12. HMK-3

    HMK-3 L2: Junior Member

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    Please give a try. i have problems to find space in the gamedays for the feedback :v
     
  13. Ynders

    aa Ynders absolutely gormful

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    I think it would be really neat if every time the intel was captured, everyone would be teleported to a room that looked like a pokemon duel thing(like with two circular platforms), just like how you get teleported and forced to dance in Ghost Fort sometimes. Then whoever escapes gets uber or crits or something.
     
  14. HMK-3

    HMK-3 L2: Junior Member

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    MMM that is interesting...:p