outlook

Discussion in 'Map Factory' started by rawrl337, Oct 28, 2009.

  1. rawrl337

    rawrl337 L2: Junior Member

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    hey everyone. i kinda nub to the whole map making thing but i almost have a working full on beta model (some errors like respawn room and CP's are still in progress). i wanted to put this thread here rather in sdk sub part to get the tf2 community views on it. sorry im not able to get those "pro" looking camera ss.

    please consider these points before flaming/commenting
    *this is a mostly rough pl gameplay type beta
    *of course this isnt valve quality with props (see above) [but hopefully valve quality gameplay]
    *i know one ss has a trigger texture on a door, this has been fixed
    *i know the train_watcher shows only 1 cp, this is being investigated to fix
    *plz dont be like OMG this map sucks! WITHOUT a explanation [plz be constructive]

    screenies
    http://img259.imageshack.us/gal.php?g=ploutlook0038.jpg

    run-thru
    [ame="http://www.youtube.com/watch?v=4QJop4MCzeg"]YouTube - pl_outlook run thru[/ame]


    also if any experienced mappers would like to help making it more "pro" looking with props/etc feel free to contact with me if you wanna help with that/beta problems (will include in map credits)

    thank you for all ur constructive feed back

    i can be reached here http://steamcommunity.com/id/e2n-roor
     
  2. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    Would help with some screenshots but vid looks good
     
  3. Bslashingu

    Bslashingu L2: Junior Member

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    Needs some lights. Fullbright is no good.
     
  4. FlavorRage

    FlavorRage L4: Comfortable Member

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    Get rid of fullbright. NOW. The layout seems like it could play decently, but there's no real sense of continuity; the texturing seems pretty slapdash and random.
     
  5. JSTProductions

    JSTProductions L1: Registered

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    I kinda like the theme but you need to work on the design (more models,better textures,displacements),place lights at good places and make a 3D skybox.

    Everything can be found in the tutorials section.

    BTW: Is it your first map ???
     
  6. rawrl337

    rawrl337 L2: Junior Member

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    thanks for all ur feedback guys. yea the whole lighting and props is wut im currently working on now along with a few other bugs. (blu spawn and train_watcher)

    if theres any other guides besides the valve developer tutorials plz link them becuase YES this is my first map and its been about 2 months to get it this far :)
     
  7. lana

    aa lana Currently On: ?????

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    Speak proper English. Or at least try.
     
    • Thanks Thanks x 1
  8. Micnax

    aa Micnax I maek map

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    It's alright for a first map... but get rid of that fullbright, and of course get some textures flowing to give it a theme. Pretty solid level design, but a tad Sniper friendly in a few places.

    Have a read of this, it's a real help:
    [ame="http://forums.tf2maps.net/showthread.php?t=10073"][Info] The Ten Commandments of TF2 Level Design. - TF2Maps.net[/ame]
     
  9. absurdistof

    aa absurdistof

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    1) Maps start in alpha. If you release before alpha its pre-alpha. You should try to always release your map to alpha because the entire point of alpha is to be playtested to perfection.

    2) I think there needs to be a map development sticky.
     
  10. rawrl337

    rawrl337 L2: Junior Member

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    im getting mad that i cant figure out the train_watcher and blu spawn room. ive rebuilt the CP's and checked everything with the developer wiki but still no luck. that and the blu spawn room. ive followed everything but i cant get the blu spawn players to spawn. they spawn in the red base. i have the func_spawn room and entities set to blu but its like the map doesn't recognize it :/

    http://www.mediafire.com/?gdhnkllndgy
     
  11. Dr. ROCKZO

    Dr. ROCKZO L8: Fancy Shmancy Member

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    That sniper tower at 0:26 is definitely too sniper friendly, go up there, pop up and down the stairs, pop heads. Also, put some signage up too, you're pretty lucky with it being PL as they generally have a natural flow anyways but some spawn signs and the like couldn't hurt.
     
  12. Firest0rm

    Firest0rm L4: Comfortable Member

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    in my opinion, you completely overused wood textures. either that, or the fullbright just makes the wood textures stand out a ton, so a video without fullbright would be nice. also, proper english is good too

    i also think there are too many doors, and some just don't fit with their surroundings (the doors at 2:04-2:06). finally, i'm not sure that those are all tf2 textures, and non-tf2 textures in a tf2 map is not good.

    i might not be right about all of this, as I am not a extremely good mapper myself, so if anything i said is wrong, please correct me
     
  13. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    The problem that you can't see most of your CPs might be a n unlinked path_track. Check over them all.

    As for the spawn points, check that they're hovering above the group by about 8/16 units.
     
  14. rawrl337

    rawrl337 L2: Junior Member

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    ok quick status update

    fixed: train_watcher, the full bright, updated some scenery, a bunch of leaks [most time consuming]
    unfixed: blu spawn, textures/props [scenery] english/grammar :p (didnt know the grammar police patrols so heavily here :p)
    new problems/updates: lighting and skyboxes

    also: if you could help me spot out the non-tf2 textures. i know using hl2 themes is stupid although there is one small pole that isnt tf2 related. i will keep the "too many doors" into consideration. signs can/will be put in but as of now isnt the highest priority as that can be added in later to its full extent (ex. signs moving up like in badwater [linked in with triggers, i presume])

    as of now just trying to get the map playable for gameplay tweaks. thank you all for looking into and helping me out!

    *quick edit* will update video/screenies once major issues are dealt with
     
    Last edited: Oct 29, 2009
  15. rawrl337

    rawrl337 L2: Junior Member

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  16. rawrl337

    rawrl337 L2: Junior Member

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    pl_outlook_a1

    ALRIGHT! i got my map in the end of pre-alpha. play tested it with my brother last night and only a few tweaks need to be done (texture, skin model, few track adjustments, so basically just a night or two of basic testing) to get it into alpha! i have a few screenies laying around to show whats been updated and how the map now looks!

    basic layout - http://www.mediafire.com/imageview.php?quickkey=y35jy0nznhz

    UPDATED (lighting/skybox DONE!)
    final cap - http://www.mediafire.com/imageview.php?quickkey=mzi0dlrb1gy
    blu cart area - http://www.mediafire.com/imageview.php?quickkey=dx10azzgzm2
    final 2 cp's (not fully up to date but close enough - http://www.mediafire.com/myfiles.php#

    will have more screenies later on.

    feedback is always welcomed.

    2 questions:
    what is the recommended scale for wiring for telephone lines in the skybox

    on the texture painting for blending two textures i get this - http://www.mediafire.com/imageview.php?quickkey=dzetinyjkmm with full compile on everything.