KotH Rock Top

Discussion in 'Map Factory' started by MegapiemanPHD, Mar 31, 2012.

  1. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Top Notch

    This is my first TF2 map. It's a small king of the hill map that takes place on a platform on top of a large rock. I have yet to get a 3D skybox to work correctly but to my knowlage have set everthing else up correctly. Please let me know if there are any issues and if all possible how to fix said issues.

    Thanks,

    MegapiemanPHD
     
    Last edited: Apr 6, 2012
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    First off, as a warning, you'll want to change the name. Rocktop is already taken by another well developed map.


    Secondly, right off I see everything is REALLY small. There isn't much room to play around in.

    It also looks really hard to get onto/off the point.
     
  3. TheKieranator

    TheKieranator L6: Sharp Member

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    I like your Holy Magikarp :O
     
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  4. xzzy

    aa xzzy

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    I'd recommend not relying on props so heavily as a source of map structure. They clutter TF2 maps up pretty quickly, making the map feel disjointed.

    A shed with a crate next to it works great. A courtyard making a maze out of crates, not so much.
     
  5. The Asylum

    aa The Asylum

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    The point is way too boxed in imo. KOTH points need to be able to see-saw back and forth between teams, or the first team to cap it will usually hold it until the end

    See also: Pre-update Viaduct
     
  6. Yacan1

    aa Yacan1 D I G I T A L I N F L U E N C E R

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    those doors are HL2 textures which doesn't look good. You have a large amount of props that just looks strange, you could probably replace some with a wall or something. Like how the Asylum said, the point is really boxed in, one rocket blast or sticky bomb could ruin anyone on the point.
     
  7. Pr0_gurl_X0XO

    Pr0_gurl_X0XO L1: Registered

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    W0W! looks fun.

    luuuuuuuv it :wow:
     
  8. Jeremy

    Jeremy L11: Posh Member

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    There are more boxes and crates than in cp_energy. HOW IS THAT EVEN POSSIBLE


    Also I'm pretty sure I can see some HL2 textures. Such as the skybox.
     
  9. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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  10. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Just copy the sky name and corresponding light_environment values to add a tf2 sky.[/QUOTE]

    What do I do for the sky texture though? I can copy the colors and angles but I don't know where to put the texture for it.
     
  11. Deodorant

    Deodorant L6: Sharp Member

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    Texture the skybox brushes with tools/toolsskybox. Then go to Map > Map Properties and enter the name of the tf2 skybox texture you want into the field called SkyBox Texture Name.

    Yeah, it's pretty unintuitive.

    Also, when you compile the map, the console will tell you that the skybox textures couldn't be loaded. I don't know why it says that, but It's a dirty lie and you shouldn't worry about it.
     
    Last edited: Apr 3, 2012
  12. tyler

    aa tyler snail prince, master of a ruined tower

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  13. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Could someone help me fix this missing texture thing? All I changed was making the skybox match that of upward useing the TF2 sky list. This seems to show up on floors and celings that are inside and show up on top of the normal texture.

    [​IMG]
     
    Last edited: Apr 3, 2012
  14. xzzy

    aa xzzy

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    I'm going to guess those are reflective textures, and what you're actually seeing is the missing cubemap.

    Either bring up the console and type "mat_specular 0" to temporarily get rid of the ugly, or build the cubemaps with a console sequence something like:

    mat_specular 0
    map my_map
    buildcubemaps
    disconnect
    mat_specular 1
    mat_reloadallmaterials
    map my_map


    TF2 has a hideous purple default cubemap, I presume to remind developers to build them before distributing the map.
     
  15. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    If I build the cubemap through the console will it work for anyone who uses the map or do I have to do something with env_cubemap?
     
  16. Idolon

    aa Idolon the worst admin

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    Cubemaps are stored with the map. However, recompiling the map will require another cubemap build.
     
  17. tyler

    aa tyler snail prince, master of a ruined tower

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    I feel like you're misunderstanding the basic idea around cubemaps in general, so sorry if you know this.

    For reflections to work you need to put env_cubemap entities in your map in Hammer, usually over water or reflective surfaces. You don't need a lot of them--look at SDK maps to get an idea (Badlands has a freakishly large amount).

    Then you open your map in TF2, disable reflections (sv_cheats 1; mat_specular 0) and build cubemaps (buildcubemaps). Turn specular back on and reload your map (map cp_mapname). You should see reflections. You need to do this for every compile if you want working reflections.
     
  18. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    It should also be known that to get a map file that has cubemaps for EVERYONE, you need to get the .bsp from the tf/maps folder. not the location where you saved the maps.
     
  19. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Thank you everyone for your help. I'm still very new to maping so please leve any and all feedback on the map. It has been updated and everything that has been changed is available in the catalog.