quadfort

Discussion in 'Map Factory' started by lockitup, Apr 7, 2010.

  1. lockitup

    lockitup L2: Junior Member

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    This is my first map. I've made games for a 2d game before, actually created something very similar to tf2maps for the game because I enjoyed mapping so much but anyways I never thought I could tackle a 3d map.

    I've decided to give it a try mainly just because this map is for quads which is more about gameplay than it is looks. Fortunately this gets a lot of playtests, we run it basically every night now through our own servers, so I'm able to adjust for gameplay quite a bit. The detailing will come, but I'm only just learning. (Downloaded hammer last Thursday for the first time.)

    So with all that said, please give me feedback as much as you can because I know I need it. I'm also including a quad config just in case anyone has a server and wants to run the map. I'm working on having the map run without a server config however I'm still trying to figure out how to make the ctf map switch teams after a round ends. If anyone knows how to do this please let me know! - This has been figured out thanks to Boojum Shark. It however requires tournament mode w/ stopwatch enabled.

    Download that here: http://dl.dropbox.com/u/5223162/tf/cevo_quad.cfg

    If anyone is interested in playing this map, or playing quads in general just join this steam group and I'm sure you see events every night.

    http://steamcommunity.com/groups/tf2quads

    Thanks guys. And more specifically, thank you to the following here at tf2maps so far for their help and feedback. For the most part the community has been very accepting to provide help while having patience while I learn the system:

    Aly
    DaBeatz
    Boojum
    Dark
    Icarus
    Serg
    Penguin
    and all the rest that have provided feedback.

    Hope you guys have fun.
     
    Last edited: Aug 14, 2010
  2. nik

    nik L12: Fabulous Member

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    brushwork looks okay for your 'first 3d map'
     
  3. Lancey

    aa Lancey Currently On: ?????

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    I don't know. It looks like a TFC map to me, which could be good or bad depending on how good the gameplay.
     
  4. Firest0rm

    Firest0rm L4: Comfortable Member

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    first of all, it's too small. way too small. If i'm seeing it right, it looks like you can see both intelligence cases at the same time, which is bad. So try making it bigger. Also, it's too dark. It currently looks like the only light you used is a light_env, although I might be wrong. Also, look at the intelligence cases. They are practically black, which means either you have a strange custom skin for them, or there is not enough light on them.

    don't be discouraged though, this is significantly better than many 1st maps I have seen
     
  5. lockitup

    lockitup L2: Junior Member

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    1) Its actually a rather good size for 4 v 4 quads. The main reason I decided to make this was because there was a lack of small maps out there (obviously a reason for it) but I also figured it wouldn't take THAT long if it was small as well. Perhaps it could be a tad bigger, but I'm happy with the size, it keeps the action intense for 10 minutes.

    2) I haven't fully worked out the lighting yet. I'll work on that though, thank you.

    3) The intel isn't black, so I've been told, its just my crappy ingame video settings.
     
    Last edited: Apr 7, 2010
  6. honorum646

    honorum646 L6: Sharp Member

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    Something about this map screams HL2.
     
  7. Demonsul

    Demonsul L1: Registered

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    All of your textures look poorly aligned. Play around with the L-R-C-T-B buttons in the Texture tool thing.
     
  8. lockitup

    lockitup L2: Junior Member

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    b1 released.
     
  9. TheTurnip

    TheTurnip L2: Junior Member

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    Some thoughts:

    Size is good for a 4v4.

    It's far too easy to get "stuck" under the arch in the very center. You may need to put some player clip around it a bit. Or something. I'm not sure.

    The underground tunnels are a bit narrow. Maybe widen them out?

    In the intel area, you have to actually crouch-jump to get up the ledge onto the concrete ground that surrounds the dirt pit the intel is in. I'm not sure if that was planned, but it's a little annoying (though if you intended it, then carry on.
     
  10. lockitup

    lockitup L2: Junior Member

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    b5 is up.
     
  11. lockitup

    lockitup L2: Junior Member

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    b7a released
     
  12. lockitup

    lockitup L2: Junior Member

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    b12 released, added an overpass and additional route to intel.