Tomahawk

Discussion in 'Map Factory' started by J! maps, Apr 30, 2010.

  1. J! maps

    J! maps L1: Registered

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    Hello all. First map post on this website. I'm making ctf_tomahawk.

    This map is open, and it can play quick. It takes only 18 seconds for a scout to go from one flagroom to the opposite. Accordingly respawn wave times are set shorter than most TF2 maps. 9 seconds to put more people between you and the quickest path.

    Let me know what you think, and what I should do to improve upon it.

    Thanks! :)
     
    Last edited: May 3, 2010
  2. The Political Gamer

    aa The Political Gamer

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    Looking good for your first map. However, why are your track floating it mid air? D: Also the intel room looks rather 2fortish.
     
  3. J! maps

    J! maps L1: Registered

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    I know. That's physically impossible, right? lol

    I really liked the way 2fort's intel room looks, and I was having difficulty establishing a proper ambience for the flag room on my own, so I pulled some of the elements of it out when I was examining how they made the desk the intel rests on. In particular I really liked the tiling Valve used, and the raised platform. The rest of my map is completely built from scratch.
     
  4. The Political Gamer

    aa The Political Gamer

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    With the tracks are they player-clipped and bullet blocked so people don't fall/shoot though them because some people might think that and fall/shoot right though. :S
     
  5. J! maps

    J! maps L1: Registered

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    Of course they are! lol :O

    Let me clarify. The level is entirely functional. You could play it on a server right now with no ill-effects, it just isn't final, and I will continue making changes to it in the way it looks and the way it plays. But as far as I know, absolutely nothing is broken with it. Although if I am sure if something is broken, it will be found by someone here :)
     
    Last edited: Apr 30, 2010
  6. Prestige

    aa Prestige im not gay anymore

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    texture use looks pretty good. much better than my first map that is in progress.

    get an overhead picture. i love those :O:O:O
     
    Last edited: Apr 30, 2010
  7. HeaH

    HeaH L8: Fancy Shmancy Member

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    It looks more like an alpha than a beta, actually.

    Also, you should remove the shadows from the traintracks
     
  8. J! maps

    J! maps L1: Registered

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    How do I do that?
     
  9. HeaH

    HeaH L8: Fancy Shmancy Member

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    Select all the traintracks, right click the selection in 2D view, select properties and then set shadows to none :)
     
  10. J! maps

    J! maps L1: Registered

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    Thank you. It was really bugging me!!

    This level is going to take me forever to finish, lol
     
  11. J! maps

    J! maps L1: Registered

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    Do you think you can run by how to disable the track shadows again? I flagged yes for 'disable self-shadowing with vertex lighting' but the shadows are still there. Any tips?

    Also, my next version is going to be ready shortly. I've made architectural adjustments as well as new structures for improved gameplay.

    Any tips you guys can throw my way is greatly appreciated!
     
  12. The Political Gamer

    aa The Political Gamer

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  13. J! maps

    J! maps L1: Registered

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    Version 6 is up. Props looking better thanks to PoliticalGamer's tip. Any idea why overlays get clipped at the wrong spots?