CTF Over_Study_A2

Discussion in 'Map Factory' started by HatingSociety, Feb 9, 2011.

  1. HatingSociety

    HatingSociety L1: Registered

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    I'm hoping to receive helpful comments to improve this map, I don't have much time to map so it's something I try and do in my spare time.

    Map based on a theme I have yet to complete.
     
    Last edited: Feb 21, 2011
  2. tyler

    aa tyler snail prince, master of a ruined tower

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    Expect a couple points/screenshots in a moment, but first thing I notice is that you need to use a lowercase filename. Linux servers can't run maps with uppercase letters. Or something stupid like that.
     
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  3. HatingSociety

    HatingSociety L1: Registered

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    Oh Okay I didn't know that thank you for letting me know before I went too far with this, should I change it now or wait?

    But I highly appreciate the reply, and am eager to see what you have to correct me on.
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    When you make a3, save the vmf as ctf_over_study_a3 and compile it that way and you'll be okay.

    If you want to test a2 for game day, you may need lowercase letters, I don't know. Check the submission rules.
     
  5. HatingSociety

    HatingSociety L1: Registered

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    You say check the submission rules, that's the one stickied in this sub forum right? I read them I do not recall a mention of capitol letters but I will check again.
     
  6. tyler

    aa tyler snail prince, master of a ruined tower

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    No, I meant in the Events subforum -- in every thread for a game day, there are rules in the OP. They're in every thread. (It does say to use lowercase letters, so if you want a2 tested you'll need to recompile in lowercase.)

    I'm uploading my screenshots now, by the way.
     
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  7. tyler

    aa tyler snail prince, master of a ruined tower

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    Alright, most of this is clipping errors or oversights.

    In general you need to
    1. Make the bases less maze-like
    2. Move the bases farther apart
    3. Create more incentives to go to certain areas

    Make the props in these images non-solid or player clip them better:
    [​IMG]
    [​IMG]
    [​IMG]

    Player clip these areas so you can't get stuck on them running against the wall:
    [​IMG]
    [​IMG]
    [​IMG]

    I can stand on this wall, on the dark part:
    [​IMG]

    I can stand on this doorway:
    [​IMG]

    These lights don't go this high up on a wall like that -- either near the floor or over a doorway:
    [​IMG]

    Move your health and ammo packs down -- look at how other maps place them. Also increase the patch size:
    [​IMG]

    You might want to clip the lip here so that players can't climb up it:
    [​IMG]

    You might want to clip here so players can't go under:
    [​IMG]

    Two things about this -- one, it looks like texture spam, and two, uneven floors reduce the effectiveness of splash damage because when it hits a wall it has some kind of bug where it reduces the damage dealt:
    [​IMG]

    More places to clip the floors:
    [​IMG]
    [​IMG]
    [​IMG]

    Way too steep:
    [​IMG]

    Really low skybox, and no reason to really go out here:
    [​IMG]

    Make it more obvious that you can't get up on those platforms:
    [​IMG]

    You need a func_respawnroomvisualizer on every spawn exit:
    [​IMG]

    What's the point of going in these places:
    [​IMG]
    [​IMG]

    When you clip floors, use the invisible texture. Bullets and projectiles go through playerclip. To make the small rooms in the center neutral area more useful, move the health into them.
     
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  8. HatingSociety

    HatingSociety L1: Registered

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    Alright your post is very helpful, the health packs and ammo packs I'm unsure of where to place for now until I fix up the map, and the area where you mentioned Texture Spam I had those textured like that for a reason, But I probably should of replaced them until I got to it.

    As for clipping, just place a clipping texture on the floor with the grate texture or what did you mean by that?

    And some of those walls I planned on knocking out completely or changing, The ones you mentioned you could stand on.

    But thank you for the many post, it put my mind in a different perspective on what I should do.

    One issue though, you mentioned the skybox was low, Need I raise it? I'm not too good when it comes to building the outside of maps and buildings and such, and I didn't raise it because the building height and I thought it would seem weird if you could jump over the building but not get on top of it.
     
  9. tyler

    aa tyler snail prince, master of a ruined tower

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  10. HatingSociety

    HatingSociety L1: Registered

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    I actually have one thing I was hoping you or someone would mention, the ramp exiting intel, does that seem a bit odd? Also with the wooden plank it exits on, and also the waterfall on red side outside the map, I was hoping you could give me your thoughts on those, I'd really be thankful if you could let me know when you get time.
     
  11. tyler

    aa tyler snail prince, master of a ruined tower

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    Align a clipping texture with your highest floor. So if you have something like

    \_/

    just make it into

    -----

    For the skybox, there are plenty of buildings you can see over but not get on. It's fine. Run through dustbowl and check.


    Ramp isn't odd, waterfall isn't odd. Both fine.
     
  12. nik

    nik L12: Fabulous Member

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    I really hope that hl2 blood decal on screenshot 2 isn't always there..
     
  13. HatingSociety

    HatingSociety L1: Registered

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    Well I actually removed it right after I posted the map, I checked and realized it wasn't from tf2 and I don't like adding too many things with a map so I removed it. It was originally to mark something though.
     
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  14. BlazeAlex

    BlazeAlex L1: Registered

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    I like the waterfall but I think it needs to be pushed back a bit I think looks good.
     
    Last edited: Feb 13, 2011