CTF underground dock [Deleted]

Discussion in 'Map Factory' started by Cynder loves Portal, Mar 27, 2016.

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  1. Cynder loves Portal

    Cynder loves Portal L6: Sharp Member

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    underground dock - still underwork

    This is A10 version of the very first map I made for TF2.

    The security office is fully functional. (the cameras work in Garrys mod and TF2)

    At the moment the blue team is spawning in the dock. In future versions I'm going to give blue the same fortress as red.

    There is 2 game references in this map. can you find them both?
     
  2. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Hadn't you already created a thread for this map?
    Why did you create a new one? There is a post update function.
     
  3. Cynder loves Portal

    Cynder loves Portal L6: Sharp Member

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    Somepony complained that the discussion thread was really long and frustrating to read.
     
  4. Inventorkid

    Inventorkid L1: Registered

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    First thing: Both Red and Blu can't get out of their spawn! The CTF logic does work, I was able to win as both teams but that still won't happen if people can't get out of spawn. The map seems way too huge in scale as well, Red having the clear advantage as the only way a Blu guy can get up without cheating are cramped elevators which could easily be destroyed by Red guys.

    All of the brushwork seems very wonky, since the ground, ceilings, and walls often never match up. I'm also seeing a lot of missing (purple and black checkerboard) textures which I'm assuming is custom content that hasn't been packed properly. It's also a bit worrying that the unpacked .bsp file is 196 MB in size, which is over double even the largest map files I have.

    EDIT: You should also add some pictures, a description is much less adept at describing things than an image!
     
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  5. Cynder loves Portal

    Cynder loves Portal L6: Sharp Member

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    Thanks for letting know about the spawn bugs... I get right on them. I thought I fixed them!
     
  6. Cynder loves Portal

    Cynder loves Portal L6: Sharp Member

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    2016-02-24_00001.jpg
     

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  7. sooshey

    aa sooshey :3c

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    Are those just mods or are you not actually running your map in TF2? If you're making a TF2 map you should probably be building it and testing it with TF2 and the TF2 hammer. gmod uses a different version of the source engine and you can't easily build a map for one using the other's hammer.
     
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  8. Cynder loves Portal

    Cynder loves Portal L6: Sharp Member

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    I'm using the TF2 hammer to make the map and use Garrys mod or TF2 to test it.

    i use garrys mod to test features like the cameras.

    I use TF2 to test the logic and the team visualizers.
    That's how i know spawn points work.

    I also use mlp mods when i test in tf2.
     
  9. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Here's a good tip: never test your Team Fortress 2 map in a game other than Team Fortress 2.
     
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  10. iiboharz

    aa iiboharz Meme Queen

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    Garry's Mod uses a different engine version than TF2 - as such, some features that work in GMod won't work when you load up your map in TF2.

    I highly suggest NOT testing anything with Garry's Mod.
     
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  11. Cynder loves Portal

    Cynder loves Portal L6: Sharp Member

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    ok.
     
  12. Aeix

    Aeix L3: Member

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    I thought we managed to conclude from the now-deleted thread that Tf2 doesn't have the necessary engine requirements to make the security cameras work - they were only functional for you because you were using Gmod.
    Also....
    Please TEST IN TF2!
    Not only are the engines different but I believe the character in Gmod is also a different viewheight, which will lead to over/under-scaling problems (like the walls not touching the floor, which was a serious issue I found out last time I checked your map out ingame).
     
  13. Cynder loves Portal

    Cynder loves Portal L6: Sharp Member

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    i'm still keeping the security cameras in just incase somepony want's to use the map in garrys mod.
     
  14. Dr. Orange

    Dr. Orange L6: Sharp Member

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    Optimise your map for use in TF2. This is a Team Fortress 2 map after all. Otherwise, you should make it a full GMod map instead.
     
  15. Cynder loves Portal

    Cynder loves Portal L6: Sharp Member

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    How could I optimise it?
     
  16. Umaroth-24

    Umaroth-24 L2: Junior Member

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  17. Dr. Orange

    Dr. Orange L6: Sharp Member

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    I meant design it specificly for use within Team Fortress 2, not for use with any old Source game. GMod doesn't have the same weapons and spawn systems as TF2, so testing it in GMod is nowhere near representative of what it is in TF2.
     
  18. Cynder loves Portal

    Cynder loves Portal L6: Sharp Member

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    I also test in TF2.
     
  19. killohurtz

    aa killohurtz Distinction in Applied Carving

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    I'm not sure you're understanding that TF2 and Garry's Mod are very different games that require very different map designs. Now I won't stop you from building this map how you want, but just hear me out:

    "Testing a map in TF2" doesn't just mean loading the map in TF2 and seeing if it works; it's also about testing for good gameplay. All official TF2 maps are designed specifically for the way TF2 plays, and include places for each of the nine classes to be useful. They also follow general design standards for each gamemode and are scaled properly to account for the fact that most combat in TF2 is resolved at close range. On the other hand, many Garry's Mod maps are made for roleplay and often have large open areas, which are frowned upon in TF2 for class balance and performance reasons. In order to better understand this difference, I would recommend playing TF2 more and paying attention to the map layouts and class roles, seeing as you only have about 9 hours logged in the game.

    Also, this community primarily tests maps that are designed and built for TF2 from the ground up. As such, the feedback you get from our testing events is probably not going to be what you want to hear. You will most likely get comments suggesting that you make drastic changes to the map to make it more suitable for TF2 gameplay. If that's what you want, great, take the feedback in stride and study other CTF maps to improve yours. If not, then our testing events may not be for you. Just a heads up.

    Again, I'm not going to tell you how you should design your map, but I wanted to let you know what kind of community this is and what you should expect by bringing such an unconventional map here. We're not like GameBanana where anything goes; our focus is more on developing high-quality maps that fit the TF2 style and could potentially be accepted into the game someday.
     
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  20. sooshey

    aa sooshey :3c

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    Aeix, read the two posts right before your post and maybe you'll wanna edit yours? You didn't have to be so condescending either...

    Cynder, this community will try to steer your gmod-esque maps in a more TF2 direction, but we can still help with technical details like logic (in TF2 of course), helping you pack custom content, and pointing out general flaws like leaks, lighting and brushes not touching.
     
    Last edited: Mar 28, 2016
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