Testers

Discussion in 'Mapping Questions & Discussion' started by [CWN]Crashkiller345, Nov 2, 2015.

  1. [CWN]Crashkiller345

    [CWN]Crashkiller345 L1: Registered

    Messages:
    16
    Positive Ratings:
    4
    I need some testers to try out my map and tell me what to fix/add. I can't really test out my maps because ever time I try it crashes.
     

    Attached Files:

  2. JMaxchill

    JMaxchill L5: Dapper Member

    Messages:
    220
    Positive Ratings:
    64
    This is a VMF, not a BSP, so TF2 can't run it. I downloaded it and tried to run it in Hammer (F9), and it didn't give me any errors except prop lighting ones. If you can't run it, I don't know why and can't really help. To get your map tested, either hang around in steam chat and wait for someone to suggest imping, or try to get your map into a gameday.
    e: Having run it in TF2, it doesn't look like you have your map set up properly. It's very dark in the spawns, and the console gives "no control points in map" errors. Also, you have 8 health and ammo refills within sight of each other.
     
    • Thanks Thanks x 1
  3. [CWN]Crashkiller345

    [CWN]Crashkiller345 L1: Registered

    Messages:
    16
    Positive Ratings:
    4
    ok I'll get on those then
     
  4. killohurtz

    aa killohurtz Distinction in Applied Carving

    Messages:
    1,003
    Positive Ratings:
    1,155
    The map compiles fine, but there are loads of other problems you should address before getting this tested:
    1. Pull your light_environment and the entities around it down so they're not embedded in a skybox brush. Then go to the light_environment's properties and pick a set of settings from this page as a starting point (you left the sun pitch at 0, so nothing in the map is lit).
    2. You're using the default HL2 sky. Pick a TF2 sky from the link in #2 and set it under Map > Map Properties.
    3. The environment lighting won't reach indoors, so you need some light entities in your spawn rooms.
    4. The map itself is extremely tiny. Try to add more distance between spawn rooms and the center so that teams who own the point can't defend it so easily.
    5. You have far too many health and ammo pickups near the point. Generally you want to keep pickups away from the action so that players are forced to retreat if they need them instead of camping on the point.
    6. Raise the skybox a bit so jumping soldiers and demomen don't hit their heads on it.
    7. Your spawn door triggers are not team-filtered (see link in #6).
    8. Your spawn rooms are missing func_respawnroomvisualizers (to block enemies from entering), func_respawnrooms (to allow players to change class without dying), and resupply lockers. See this page for a guide on how to set up spawn rooms.
    9. The control point lacks a team_control_point (hologram) entity and a trigger_capture_area. Here is a full guide on creating a KotH map that you can read through to find the things you've missed.
    Once you've taken care of these things, try compiling again and running around your map to make sure everything works. Also check out A Boojum Snark's resource pack for a library of game logic setups that you can study as examples. It's a great resource and time-saver, but please take the time to understand how they work before you go copy-pasting everything!
     
    • Thanks Thanks x 3
  5. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    735
    Positive Ratings:
    72
    I may be interested in playing this on my own accord, but to I'm gonna assume it's not ready yet to use bots, so I won't be able to accurately relay how objectives work, but a general run around I can do.
     
    • Thanks Thanks x 1
  6. [CWN]Crashkiller345

    [CWN]Crashkiller345 L1: Registered

    Messages:
    16
    Positive Ratings:
    4
    Ok that will be fine I still have to set up the control point tho. I am working on it
     
  7. MoonFox

    MoonFox L10: Glamorous Member

    Messages:
    735
    Positive Ratings:
    72
    Good luck
     
    • Thanks Thanks x 1