snowcrater

Discussion in 'Map Factory' started by Kronack, Nov 13, 2009.

  1. Kronack

    Kronack L2: Junior Member

    Messages:
    74
    Positive Ratings:
    4
    Greetings everyone! This is my first real map, inspiration from the "snow mountain" map I post a while ago.

    Snowcrater is a CTF map set in a large crater, whereas each teams' base is set opposite each other on the inside of said crater rim.

    And that's pretty much it, tried to do the normal stuff. (aka make it so 2 engineers can't lockdown the intel room and so snipers can't dominate the middle, etc etc). Some parts are bare right now, like most of the pre-intel room. But the basic structure for playability is there.

    3 entrances to the pre-intel room, and 4 exits. And where the intel itself is held is very windy, so watch your footing. Also you don't have to take the intel past the enemy spawns to escape.

    And if someone tries to decompile and look at the map, just gonna warn ya, it's a mess. Like I said this was my first, so pretty much just jumped into it, heh. Despite the look, all leaks are fixed, though.

    So bring on the criticism! Really wanting to know how to make this better.
     
    Last edited: Nov 15, 2009
  2. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    Well that looks structurally stable.
     
  3. Exist

    Exist L6: Sharp Member

    Messages:
    306
    Positive Ratings:
    112
    Cliff

    Heh, sarcasm.

    That cliff with all the snow MUST be fixed. Use the vertex tool to link it to the other brush. As for the cliff texture, you might want to adjust it's scale so we don't see the pattern. Besides that, it's looking alright.
     
  4. Kronack

    Kronack L2: Junior Member

    Messages:
    74
    Positive Ratings:
    4
    The cliff holding the intel you mean? And link it with the vertex tool how? (Sorry like I said, my first real map, so haven't done anything complex yet.) Also, what did I do wrong with it, so I know what to avoid in the future?
     
  5. Lancey

    aa Lancey Currently On: ?????

    Messages:
    3,076
    Positive Ratings:
    1,314
    For one it's hanging over the end of the world. Usually there's ground beneath things. Secondly, it would snap off at the first gale wind.
     
  6. Kronack

    Kronack L2: Junior Member

    Messages:
    74
    Positive Ratings:
    4
    Ah, thought you meant it was glitched in some way, yeah I can fix that, probably make it to look like the cliffs near the bridges.

    The whole map itself needs "prettying up" though, heh.

    Was also wondering how I would go about finding a server to put this map on, for testing and such?
     
  7. StickZer0

    aa StickZer0 💙💙💃💙💙

    Messages:
    664
    Positive Ratings:
    667
    It looks interesting, to say the least.

    That bridge in the middle looks like it really gives no mercy, one fall and you're off, and I don't think that's a very good thing. A pyro airblasting or soldier juggling could easily dominate that middle part.

    Maybe try adding a few sideways around for spies and offensive engineers?

    I haven't run around it but I'll definitely keep an eye on this map :)
     
  8. JSTProductions

    JSTProductions L1: Registered

    Messages:
    31
    Positive Ratings:
    10
    You should use moar displacements,except of that it's lookin fine :)
     
  9. Kronack

    Kronack L2: Junior Member

    Messages:
    74
    Positive Ratings:
    4
    I've been thinking of adding a side way across the middle for some time, but just trying to think of a way that would fit well. Maybe a bit of wood/metal scaffolding lining the rim?

    Also, yes the snow looks very flat around the bridge area, for the most part just messed with displacements in the caves inside. Will be making the snow look more like snow soon, though.
     
  10. Haas

    Haas L1: Registered

    Messages:
    34
    Positive Ratings:
    4
    I so hate that rock texture it is soooo ugly.
     
  11. Seba

    aa Seba DR. BIG FUCKER, PHD

    Messages:
    2,363
    Positive Ratings:
    2,365
    From what i can tell just by looking at the pics, the map could use some serious texturing. For one (and this has been said), increase the texture size of the cliff walls. Two, On the outside where the intel is, match the top and bottom cliff textures (shift-a, click one face, right click other). Three, I suggest rotating the textures on the sides of the wooden pathways in the first pic. I'll give the map a run-through and spam some more criticisms :p