I set the lights to 1,200. Why is it always dark? I grouped them all up so it would be easier for me. Also the longer route is for the flankers.The map is very overscaled. The spawn room is kinda dark, but as long as players can find their way out it's good enough- the spawn can afford to be dark as there won't be much fighting in there. Also the routes leading from spawn to the point are boring. One route is the fastest while the others are clearly longer- try to make all viable paths from spawn to the point about equal length.
Well, it is. Just looking at screenshots I can tell you that this is oversized and very open. Take a look at this, it may help you in the future.https://developer.valvesoftware.com/wiki/TF2/Team_Fortress_2_Mapper's_ReferenceEdit: I made the map small for a reason so it would not be over sized..
If I don't make it makes it maze like then snipers will be over powered.So I took a look at your map. Here's what I've got.
When I walked out of spawn I saw... Maze. That's the only word to describe this area. Maybe try to rebuild it to be less... Mazing.
I walked into this expecting that it will open. Nothing happend and that's weird because:
There's a sightline(?) behind this door!
At the end of this area you have this bug. May be nodraw or bugged area portal (or idk).
And I guess this big metal thing is supposed to be a door from that sightline. Does not work neither.
Whole map is overscaled (next time you make map, check these links I and @Da Spud Lord gave you), but this ramp is HUGE.
What's this area? Looks like it was (or wass supposed to be) a sightline. It's not visible from gameplay space, so I don't think this sould exist at all.
I guess these big black blocks are supposed to be these sniper blockers, but they just are frustrating looking bad. Maybe try to replace them with fence props? Idk.
Also there's a lack of health and ammo packs (3 on each side).
Maybe this will help you in the future (or maybe not).
Use my advices and just maybe remake this map, but using the correct scale.If I don't make it makes it maze like then snipers will be over powered.
The doors that you tried to open only work if the point is capture. If red caps blue open up. If Blu caps red open up. The doors on the floor are one way.
If I don't make the ramp huge then people will complain on it being small. The other part of the map that you can't go into is just a scrapped part of the map due to nobody goes threw there. So I just blocked it off.
The sniper blockers are there to stop snipers. I tried to have fence there on a old map but people complained about the fence being ugly.
I don't know if I would go that far. Whitejack was definitely an improvement over Uber's previous maps. This map, Shutdown, was a step back.I don't mean to say this offensively, but it seems you're not improving your mapping skills like most people typically do
I don't mean to say this offensively, but it seems you're not improving your mapping skills like most people typically do
It seems you're rushing your map creations, you're focused on just making something and getting it out, not taking time to plan layouts
It'll take more time, but i think you're able to learn best if you can decipher what makes a map good from what makes a map bad
Most new mappers will look at other maps, readjust their scaling, take inspiration, learn from feedback, and strive to improve how they make their maps. At TF2Maps, we want you to improve.
Here are simple and great maps i think you could strive to take inspiration from:
It WILL take time, and it might be exhausting, but I want you to work on your layouts and scaling. With enough time you'll certainly go from blocky, flat, sightlines to more structured, diverse, and balanced maps. You just need to put effort into it and people will eventually love your maps.
I will improve on the map, i also got inspiration from a jungle map, I had the layout out for mid. I just had to figure out and I did. It was different and i had trouble with scaling and snipers.
That's your problem. You need to spend more time on the map, especially the layout, and try to come up with something that's interesting or fun. When designing each section of your map- each hallway, balcony, combat area, etc- ask yourself these questions:Well When i get an ideal to do a map. I quickly make the map...