CTF underground dock [Deleted]

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Aeix

L3: Member
Feb 14, 2016
147
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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...
Apologies
After re-reading my earlier post, I have now removed it...(even a smiley face didn't make it any friendlier), it wasn't really in the spirit of the forums...
Still, having said that, creating a map in tf2 that will be successful (ie: enjoyed by the tf2 community) based of Gmod gameplay would be quite hard. As mentioned earlier (not by me) playing official maps is probably the best way to develop a sense of a tf2 maps (although, if you want to create something new and radical, that is up to you).
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
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This update fixes the errors of the last version.


NEW Things added:

*Blue has it's own fortress
*Eletricified fences on top of the walls of both fortresses. (Shocking)
*Security door overrides are better hidden
*Metal storage room at [DATA REDACTED].

Read the rest of this update entry...
 

sooshey

:3c
aa
Jan 7, 2015
514
410
You obviously have a leak, because your light doesn't bounce and your water isn't rendering. To check for leaks, do one of the following:
  • Go through your compile log until you find a line that says "**** leaked **** Entity [entity name] (coordinates) leaked!" Copy the coordinates, go to View -> Go to coordinates, and paste the coordinates there. That will take you to the entity that reported the leak. If it's outside the skybox or touching the void, delete or move it inside the skybox.
  • If that entity is already inside your skybox, then you have a hole in your map. Find the hole by going to Map -> Load Pointfile and in the 2d views it will draw a red line from the entity that reported the leak to where the hole is. Close this up with skybox or world brushes.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
This is a very strange map. There's not much point putting it in a gameday since it's so far outside the standard frame of reference that we can't help you much.

It's not a TF2 map. It won't be fun to play in tf2. Everything is a tiny corridor or a big open space, neither of which work very well in tf2. Look at official maps and see how big the spaces are, and try and match to that. Also look at how many routes between areas tf2 maps have: this map has several rooms with only one way in or out: tf2 almost always has two or more.

It has a lot of gimmicks. Gimmicks often don't work very well - unless its really super clear whats going on, they just annoy players. Door overrides, electrified fences... these aren't a part of tf2 gameplay, people wont know what to do with them and will just get pissed off.

In some ways, it's broken. Why does it have such a massive filesize? Half a gigabyte is the largest map i've ever seen. You also seem to have made the entire map using a 1-unit grid, which means that there's lots of little edges and gaps in the wall. These ruin the optimisation and will make the leak that soosh mentioned above basically impossible to find.

If you want to keep the layout, keep it as a GMod map - in which case we can't really help you here, and you'll probably want to remake it to fix the grid issues. If you want to make a TF2 map the most sensible thing to do is use what you've learned and start a new project.
 

Cynder loves Portal

L420: High Member
Jan 9, 2016
434
103
This download has been removed and is no longer available for download.
 
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