CP Pengarra Castle

Discussion in 'Map Factory' started by dragontailxx, Sep 20, 2011.

  1. dragontailxx

    dragontailxx L1: Registered

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    Hey guys, this is my first Medieval AND first TF2 map (I have previously produced maps for Gmod).
     
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Protip: use cl_drawhud 0 and r_drawviewmodel 0 when taking screenshots. Makes them look much more professional. Also an overview would be nice.

    It seems alright from what I can tell. Have you had this tested before? If not, it might be too early to call it beta. Focus on the gameplay first, then go on to detailing.
     
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  3. dragontailxx

    dragontailxx L1: Registered

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    Shall bear that in mind for future shots.

    It hasn't been tested before, I don't know anyone that could host it (Medieval isn't as popular as I'd like it to be), but I'm confident in my mapping skills and can change any part of the map that seems to cause problems to either team fairly easily.
     
  4. 6opoDuJIo

    6opoDuJIo L1: Registered

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    looks great
     
  5. dragontailxx

    dragontailxx L1: Registered

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    Thanks!, does anyone have any improvements they'd like to suggest?
     
  6. Ezekel

    Ezekel L11: Posh Member

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    asthetically speaking, the building with the C cap point needs to be reconsidered. you have all that stone and rock being held up by a wooden frame.

    generally it's best to use wood/stone in this manner:
    if you have something that is significantly stone, it needs a stone structure to hold it up. the wood can help hold it together, but won't look right if it's being used as a load-bearing material in this situation.


    also: if you are in spec mode you just need cl_drawhud 0 (i prefer being in spec mode for screenshotting since you can get interesting angles more easily + its one less command to remember)
     
  7. dragontailxx

    dragontailxx L1: Registered

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    Good point well made, thanks!, I'll make that improvement for next time, any gameplay issues you think might arise?
     
  8. thekurnuttaja

    thekurnuttaja L1: Registered

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    If the "point flags" you mentioned in the bugs are props and not the capture point signs (not entirely sure what you mean by them). You could use prop_dynamic instead of prop_static you probably used for them.
     
  9. dragontailxx

    dragontailxx L1: Registered

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    The point flags I mean are the flags hanging off of various buildings to denote the capture area being nearby (the point C building has a large hanging tapestry-esque flag). I'm currently using the Degroot keep flags.

    Does anyone have any idea why the ignite entities don't work for Sniper Arrows? I copied the ignition pieces directly from Degroot keep in an attempt to make them work and they just wouldn't.
     
  10. Empyre

    Empyre L6: Sharp Member

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    Do you know how to use them? When I put some in my map, I did not know how to use them. You do not simply stand next to it and shoot arrows. I thought it wasn't working. Then I learned that you must point your arrow into the flame to ignite it before shooting it. I didn't know that because I never play sniper.
     
  11. dragontailxx

    dragontailxx L1: Registered

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    I am pointing them directly at, I usually play sniper on Medieval, if your Ignition entities are working right, could you perhaps send a copy my way?, it's possible the entity I'm using is broken as it is from Degroot.
     
  12. Empyre

    Empyre L6: Sharp Member

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  13. JaCuS

    JaCuS L1: Registered

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    for trigger_ignite_arrow to work u need to specify the orgin
    if u have an info_particle_system entity check its orgin
    select it and...[​IMG]
    then...[​IMG]
     
    Last edited: Jan 20, 2012