SD sd_liftoff 2015-12-29

chaotic special delivery

  1. AARPONG

    AARPONG L1: Registered

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    sd_liftoff - chaotic special delivery

    Special Delivery map that excels in verticallity.
    No cap time for australium delivery.
    3 Spawn exits at different heights.


    Map made by: Jordey Sierhuis
     
  2. Muddy

    Server Staff Muddy Muddy

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    From the looks of it, you've not got any lighting entities in your map. Lighting is pretty crucial because maps with no lighting will break servers, plus fullbright lighting looks ugly as sin, so please add some lights..

    EDIT: Oh, and you've forgotten to build cubemaps (from the funky purple sheen you've got on some of your props). Here's a basic guide to cubemaps.
     
    Last edited: Dec 29, 2015
  3. Bogdy

    Bogdy L4: Comfortable Member

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    Just as Mudpie said, you really need to get rid of fullbright.

    Also, I didn't encounter and errors with shiny textures (I always have mat_specular set to 1).

    Anyway, on proper feedback:

    To start off, you have no info_observer_point. info_observer_points are "cameras" spectators (or dead people) can look through in the case of no players alive remaining, and by default, your info_observer_point is at the coordinates 0 0 0 at the moment.
    2015-12-29_00001.jpg

    Now onto the fullbright.

    You might ask yourself, "Why would I still need lights when my map's fully lit?"
    Plot twist: it isn't fully lit.

    How comes?
    This is your map with fullbright enabled:
    2015-12-29_00002.jpg

    This is your map with fullbright disabled:
    2015-12-29_00003.jpg

    Yup, pitch dark.

    Anyway, let's get moving.
    I have looked around your map and I have found some poorly placed props. Possibly because you thought it looked good in a certain angle, or you didn't make the grid small enough.
    2015-12-29_00006.jpg
    2015-12-29_00007.jpg
    2015-12-29_00008.jpg
    2015-12-29_00009.jpg
    2015-12-29_00010.jpg

    Another thing that you should consider is adding player clips to your stairs, so that a player's screen doesn't vibrate with every step taken.
    ( :playerclip: )

    I hope you will improve your map and yourself as a mapper.:D (Even though I only have 3 maps under my belt.)
     
  4. sooshey

    aa sooshey :3c

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    I get that you're trying to make something that's unique, but there are a lot of things in your map that could cause problems. There is nothing blocking the sightline from one spawn to the other, so it'll probably just end up being a sniper fight. The high height means pyros will have a field day up top pushing people off and making them take fall damage. Your layout greatly favors scouts and jumping classes because they can quickly reach the top and cap instantly, making other classes pretty much useless.

    Also, i meant to add your props seem very haphazardly placed and they make no sense. Why is there a shack laying on its side? How come there's a train car with no track? Why are all the platforms floating? Your saw blades aren't moving either.
     
  5. zahndah

    aa zahndah professional letter

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    Unless the stairs are something you specifically want people to shoot through, use block bullet. :)blockbullets:) if you use playerclip then if a rocket hits the side of a stair it blocks off the explosion effectively rendering the rocket useless, whereas if you clip stairs with block bullets the rocket will hit that and the explosion radius will go up the stairs rather than just going in 1 direction.

    This explains it well: http://tf2maps.net/threads/tip-splash-damage-bug-what-it-is-how-to-avoid-it.20749/

    On a side note the map looks like a clusterfuck. The majority of a map should be made out of brushes and props used sparingly. This looks like the majority is props and brushes are used sparingly.
     
  6. Bogdy

    Bogdy L4: Comfortable Member

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    I have a feeling that you did not test this all by yourself to check for issues before posting it here.
    Don't be afraid to compile your map often just for testing purposes, just run VIS and RAD faster so that compiling takes you less time.
     
  7. zahndah

    aa zahndah professional letter

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    Tbh you should almost always run them on normal, if the compile is taking too long (over 20~ mins) on normal then you really should optimize your map better than it is. It is a good idea to plan your maps so they wont kill frames in the first place too!
     
  8. SC PL

    aa SC PL local shitposter

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    Is that april fools map?
     
    • Funny Funny x 2
  9. Dragonisser

    Dragonisser L1: Registered

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    There is missing water and lasers though
     
  10. AARPONG

    AARPONG L1: Registered

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  11. AARPONG

    AARPONG L1: Registered

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