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CP Untextured

Discussion in 'Map Factory' started by HQDefault, Aug 6, 2014.

  1. HQDefault

    aa HQDefault ...what

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    cp_untextured_pa2

    Welcome to the headquarters! My name is HQDefault, and I'm here to show you the pre-alpha of my first map, cp_untextured. The map is going to go through a lot of changes over time, such as, you know, textures. Unfortunately, I was gonna add soundscapes. But I couldn't find a decent tutorial. :mad: Anyway, the map is really new, so give feedback. Other than it's tiny. I know this very well.

    BTW: Please host a server with this map! I've never gotten the chance to play it in a real game. :(

    SERIOUSLY GUYS. I can't fix what I don't know is broken. The least you can do is state the main things that need to be fixed... that I don't already know. If I know it's a problem, then the reason it's not fixed yet is because I'm waiting for the map to be more fleshed out and I know how I'm supposed to fix it. Remember, I'm still a noob to map making. If I wasn't, you'd see me in a competition. Please halp me :( (I have nothing better to do with my time anyway, I'm 14, so I don't have a job)
     
    Last edited: Aug 9, 2014
  2. HQDefault

    aa HQDefault ...what

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    OK GUYS. THIS IS IMPORTANT. I've been thinking about making the map larger, because it has to happen some way or another. The thought that I had was that I would split the center wall in half, and put in a mid room. No, not with another control point. I'm going to stick with the 2-CP concept until further notice. Do you think I should leave it till we know the map better? Or should I add in the feature? Or did you have something else in mind? Please leave your opinions!
     
  3. DannyRand

    DannyRand L2: Junior Member

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    You should absolutely add some middle ground and flank routes. The map right now is kind of just two very small rooms that don't look like they lead to very interesting game play. On top of that you have no real height variation.

    My suggestion would be to take some time and build a nice middle area, work with some vertical space and connect this with your two caps. Maybe turn your current respawn rooms, into connectors to mid/flank areas, because right now I think those spawns are too close. The entire point suffers from being too small and I think the spawns would be incredibly easy to camp in this instance.

    I hope this makes sense, i'm half asleep at work...GG
     
  4. HQDefault

    aa HQDefault ...what

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    A: Glad to hear your opinion! I think I know what to do.
    B: Why are you on this website at work?
     
  5. LeD

    LeD L1: Registered

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    Hey, it looks like it has potential. I've always found it easier to think of what to do with your map once you find a theme. What's it going to be about? You'll find you are able to put rooms and details in a lot better once you know what kind of real world location you're trying to replicate. Hope that helps :)

    Also, I'm at work and tf2 mapping is more exciting than work haha :d
     
  6. HQDefault

    aa HQDefault ...what

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    The plan that I have is I'm going to change the name to CP cliffside, where you are going to be put in a facility carved inside of a mesa, and I was thinking about adding a death pit behind the control point.
     
  7. LeD

    LeD L1: Registered

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    Sounds good, would definitely make it harder to just hop across the map. Add some caverns in between, maybe even some underground river or something if its going to be inside a cave?
     
  8. HQDefault

    aa HQDefault ...what

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    It's going to be like a modified cave on red's side, but it will be a full-fledged facility on blu's side.
     
  9. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Just so you know, the name "cliffside" is taken.
     
  10. HQDefault

    aa HQDefault ...what

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    Oh. thanks

    In which case, my backup name is: cp_cavefront
     
    Last edited: Aug 8, 2014
  11. HQDefault

    aa HQDefault ...what

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    You know, I thought people were just being idiots when they re-posted their entire description. Now it makes more sense. :blush:
     
  12. DannyRand

    DannyRand L2: Junior Member

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    I work at EA and entirely too many hours, if I wasn't allowed to surf the net... i'd go insane heh.

    For your most recent update - I think those ramps to the big HP are too steep.

    I really think you ought to take your geometry and just place it down in the void and then work on expanding it. It's just so small right now and it's much easier to work down then it is to work up.
     
  13. HQDefault

    aa HQDefault ...what

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    Yeah, I know, they're kinda steep. But they do work. I think they'd look more natural as stairs.