New File Added: invade_construction_site_v1

Discussion in 'Maps' started by Asimov, Jan 1, 2008.

  1. Asimov

    Asimov L1: Registered

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    Downloads: A new file has been added by Asimov:

    invade_construction_site_v1

    My first ever map. Please let me know what you think. I know you are probably going to hand me my head, but I appreciate you having a look.. Also if you have a solution to the problem with the reflections for the textures being purple please let me know. Thanks.
     
  2. DJive

    aa DJive Cake or Death?

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    Downloading it now, I'll edit this post once i run through it.

    Silly fix and no one knows why it isn't automatic. Add "env_cubemap" anywhere on your map.

    EDITS:

    Ok gave it a run though. I will say this and i honestly mean it. The map looks promising, its a good idea and i'd run with it. I also have to say though is you tried way to much without learning how to use the Hammer Editor.
    Mostly the brush work. Brushes weren't touching/lining up, Vertex editing not touching any points, Walls/floor/props not touching the floor/wall.

    recap. I do like the map idea, however i would work on your brush work some-more.
     
    Last edited: Jan 1, 2008
  3. Gonzales

    Gonzales Guest

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    Yeah, I agree with DJive. It looks promising, but there's a whole lot of sloppy brushwork. Another thing I noticed is that you use a blend of TF2 and HL2 textures, and it looks kind of weird. When browsing textures, sometimes it's helpful to put "tf" in the keyword box, which filters out all non TF2 textures.

    Overall, though, it's a promising map. =)
     
  4. Asimov

    Asimov L1: Registered

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    I do have cube mats present in the level is the thing. I also compiled the map and ran buildcubemap. Also I didn't start to get the purple problem until I inserted my first cubemap. I know there are lots of places that need touch up work, I just didn't want to go through all the work if it didn't look like the map was going anywhere. Any suggestions or helpful tips on making it look better would be appreciated.
     
  5. jakeparlay

    jakeparlay L2: Junior Member

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    make sure to set mat_specular to 0 before building cubes, that will fix the purple!
     
  6. Gonzales

    Gonzales Guest

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    Alright, Asimov, here's a more detailed critique -Wiebbe style- for you. =)

    [​IMG]

    1: I noticed this a lot in your map: you use a lot of ramps, and they always have the same texture on all sides. In my opninion, it'd look a lot better as a staircase.

    2: This window looks good, but it'd look a lot better if you put a thin border (about 4-8 units) around it.

    In this room, you use the same texture for the floor, walls and ceiling. Try to mix it up a bit, and use floor textures for the floor, wall textures for the walls, etc... (Using TF2 textures, of course. =P Try to avoid using any HL2 textures in a TF2 map.)

    [​IMG]

    1: O_O Sloppy brushwork! That wall brush doesn't quite touch the brush below it, allowing the player to peek out in between them. I saw a lot of this kind of stuff around your map. Really try to make your brushwork as clean as possible, it'll look nicer, and probably compile faster, too.

    2: The textures here don't quite line up. Looks kind of odd. I think this ramp would also look better as a staircase, with more texture variation.

    [​IMG]

    I can see both spawnroom exits from here. It'll be really easy for a single demoman to completely lock down the spawn. You might want to tweak the layout here to discourage spawn camping.
     
    Last edited by a moderator: Jan 3, 2008
  7. Gonzales

    Gonzales Guest

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    [​IMG]

    Same thing as I mentioned earlier: Stairs, in general, look better than ramps. (or tubes, in this case.)

    [​IMG]

    O_O It levitates? Looks a little odd to have a brick platform floating in the air, doesn't it? =P

    [​IMG]

    This spiral staircase looks cool, but it's really easy to slip off of it as you run up. Try adding a railing of some sort to it.

    [​IMG]

    This just looks... Unrealistic. It's at an odd angle, and it's all the same texture. If you could straighten this out, vary the textures a little bit, and maybe add some stairs, it'd look a whole lot better.
     
  8. Gonzales

    Gonzales Guest

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    [​IMG]

    What's supporting that roof? Looks kind of weird. You might want to raise that wall up until it comes into contact with the roof.

    [​IMG]

    Players have to crouch in order to get through this passage. Having to crouch to go through something slows down gameplay, and people don't like that in a multiplayer game. Stretching this thing out a bit would alleviate the problem. =)


    General stuff that needs tweaking:

    Brushwork: There are a lot places where brushes don't quite touch each other. Cleaning up a bit would do your map good.

    Textures: A lot of your textures look kind of out of place in a TF2 map. You use some HL2 textures, which really don't fit with TF2 textures. Also try to stick to floor textures for floors and wall textures for walls. It'll make things look a lot more natural.

    Lighting: Your map looks really dark. Which I guess is okay, since it looks like it's supposed to be a night map... I just don't really care for night maps, lol. =P Also, some of your lighting looks kind of glitchy: as the player moves around, light sources seem to vary in intensity/direction. Not sure what's causing it, but it looks kind of odd.


    Overall, your map is a promising start. Just touch up on the things mentioned above, and you'll have a pretty sweet lookin' map. =)
     
  9. Asimov

    Asimov L1: Registered

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    Thanks man, I appreciate it. I already fixed the issue picture #2 and I will take your advice on the stairs. Any suggestion about the spawn point? There is a third exit on the other side they can use. Also the spawn time is only 5 seconds.

    In the 4th picture you show my tube >< I kind of liked it that way. Would you prefer if the walls were less thick and the bottom correctly touched the ground?

    As for the 5th I will figure something out.
    6th, alright np.
    7th, You didn't like the angle? >< that was on purpose and a whole hell of a lot harder to do than a straight ramp. I will think about it some more I guess.
    8th, I angled the roof for 2 reasons, first was that it turns into a nice little sniper spot and 2 you can demo man stuff in that way without letting straight shots in. No?
    9th, the crouch was on purpose because I did want it to be slower. I didn't want it to be considered an easy exit, the only reason I have it is it enables people to get to the second floor from the flag room. Should it just go and make a stair that leads to the second floor?

    The lighting in the top room does flicker, not sure why either but I kinda like the way it looks. I work in the construction industry and it reminds me a lot of the job sites I have been on.
     
  10. DJive

    aa DJive Cake or Death?

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    Asimov: Did you get my PM? id be willing to run through it with you.
     
  11. Gonzales

    Gonzales Guest

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    Anytime, mate. =)

    Ah, I didn't remember the 3rd exit. :blushing: Whoops. =P
    Idk, it just looked kind of unnatural to me. Same with 4 and 7, but as long as you have a good reason, I guess it works. I think that what the long tube in 7 really needs is some more detail... That really long stretch of red looks kind of weird. Through in a prop or decal or overlay, or change up the textures, and it could look pretty good.

    9: If the crouch was intended, then I guess it's alright. Just thought it'd play a bit smoother if you didn't have to crouch.