Tenebris

CTF Tenebris a8

Piezo_

L2: Junior Member
Dec 29, 2015
51
5
Tenebris - The Mann Co. Data Archives

* My first attempt at a map, probably gonna suck.
* Red and Blu somehow accidentally built their secret underground data archives right next to each other. Incredible.
* Probably some kind of illuminati-related easter egg
* Includes books, and other library-related things...
* I binge-watched the entirety of The Future Diary the day before I started working on this map, so uh.... yeah.
* Books FTW
* Crates
* Books inside of crates
* Books about crates???
* CANDLES.
* I don't know.
 
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Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
The map is too small and dark. Also kind of confusing, there are no real signs that point which way or even the slightest hint.
 

Piezo_

L2: Junior Member
Dec 29, 2015
51
5
Ok. What sould I do?
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
1) Make it a bit bigger. Can you move/jump without hitting the ceiling through out the map?

2) More lighting. Find different creative ways to have lights instead of candles everywhere. Since you are trying to model your map after a dark library, look at photos of a dimly lit library. How do they use different forms of lighting?

3) Signs. Perhaps have an "Intel" sign or arrow here and there, so at least it points players to the right direction. Look at Valve CTF or other highly developed community maps. How do they direct player flow? How does one "know" that the intel/CP/ is that way?
 

Piezo_

L2: Junior Member
Dec 29, 2015
51
5
1) Make it a bit bigger. Can you move/jump without hitting the ceiling through out the map?

2) More lighting. Find different creative ways to have lights instead of candles everywhere. Since you are trying to model your map after a dark library, look at photos of a dimly lit library. How do they use different forms of lighting?

3) Signs. Perhaps have an "Intel" sign or arrow here and there, so at least it points players to the right direction. Look at Valve CTF or other highly developed community maps. How do they direct player flow? How does one "know" that the intel/CP/ is that way?

1. Ok, I might be able to raise a ceiling or two in a few places.

2. Ok looking it up... ...and, all of the good examples have EVEN MORE candles than I used. -Also, an overwhelming orange HDR glow.
EDIT: Screw this, I'm just gonna manually throw in some off-color team ambient lighting

3. I have a few signs (2 INTEL signs for each team, plus team logos in the railroad delivery tunnels), might add more.
 
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Piezo_

L2: Junior Member
Dec 29, 2015
51
5
Coming in next Update:
1. Some more ambient lighting.
2. Adding more gameplay signs
3. Another easter egg
4. I am NOT going to raise the ceilings.
 

Piezo_

L2: Junior Member
Dec 29, 2015
51
5
Update: Also found out there's a gmod map AND a "Midair" (whatever the hell that is) map with the same name, so.... gotta change the map name before next release.
 

Piezo_

L2: Junior Member
Dec 29, 2015
51
5
I don't think maps from different games will cause conflict.
My concern is copyright, not file conflict.
I don't feel like getting sued today
 

Piezo_

L2: Junior Member
Dec 29, 2015
51
5
You're not gonna get sued. There's loads of maps on this site with identical names.
Ok, if you think so, Changing name back to ctf_tenebris then.
Also: A2 coming soon, busy filling the map with an eerie orange glow, and yes, @Three Million, more candles.
 
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Piezo_

L2: Junior Member
Dec 29, 2015
51
5
* Added more lighting, giving everything (except the train area and spawnrooms) an orange glow
* Added gameplay signs. More may be added in the future
* Added at least 8 candles, for your enjoyment.
* NoDraw for the NoDraw gods
* [insert future diary reference here]

Read the rest of this update entry...
 
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Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
New update looks good. Though I found out if you add bots to this map they cant capture the intel and get stuck in a loop becuase of the spawnroom layout. Try it sometime. I can (or should) upload a video at some point of it.
 

Urban

aa
Jul 27, 2009
212
354
New update looks good. Though I found out if you add bots to this map they cant capture the intel and get stuck in a loop becuase of the spawnroom layout. Try it sometime. I can (or should) upload a video at some point of it.

Testing with bots is not a great idea, they are completely braindead and no mapper should make layout changes based on what bots do and don't do.
 

Three Million

L4: Comfortable Member
Jul 2, 2015
197
75
Testing with bots is not a great idea, they are completely braindead and no mapper should make layout changes based on what bots do and don't do.
I am aware of this, nothing will ever replace the logic of actual players. I am not saying to test maps with bots or that I rely on them, it is just something interesting to see how they interpret the map. Besides using bots to test your map is a big one on the list of bad mapping practices.
 

Piezo_

L2: Junior Member
Dec 29, 2015
51
5
Notice:
This map will only be updated about once a week.
All suggestions will be taken into account with each update.
Also: Fixed an issue related to there not being enough candles.
 
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Piezo_

L2: Junior Member
Dec 29, 2015
51
5
A3 TODO LIST (expect update around Friday or Saturday):
- Raise the ceiling in the central area, maybe a couple other places.
- Might even add some rooms...
- Balance spawn gate some (so that it's not directly blocking one of the main intel routes (oops.))
- Tweak the lighting... AGAIN.
- More candles
- Rethink intel room layout (maybe)
 
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Piezo_

L2: Junior Member
Dec 29, 2015
51
5
Bumping this thread because I'm about to update. Suggestions much needed.
 

Piezo_

L2: Junior Member
Dec 29, 2015
51
5
Why not just submit it to a test? Judging by the feedback page your map has never been played.
Because there hasn't been a U.S. Gameday in over a month.
Also: I don't consider this map near well-built enough to be playable yet.
@Three Million 's right. Ceilings are too low in intel room, and center area.
 
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