Watershed

Discussion in 'Map Factory' started by Slainchild, Jun 4, 2009.

  1. Slainchild

    Slainchild L1: Registered

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    Creak

    Hi all,

    This is my first TF2 map, and also my fist venture into mapping for Hammer. Started getting into TF2 more recently so I decided I'd start something. About a week's work so far.

    Any feedback would be appreciated at this stage, though I am fairly happy with the layout as it is (maybe not the mid section at the moment). I didn't want to start with anything too complex so don't go suggesting massive changes to things. :D

    There aren't any ammo or health pickups yet. Any architecture that looks unfinished looks that way because it is... etc etc

    Play it and let me know what you think. :)

    Enjoy.
     
    Last edited: Aug 21, 2009
  2. The Political Gamer

    aa The Political Gamer

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    The spawns look nice but the map is a bit too open. However, for a first map it looks good.
     
  3. Slainchild

    Slainchild L1: Registered

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    Thanks. :)

    Where in particular would you say it is too open? I do plan to add bits of cover here and there on the upper outside walkways (railings, some crates etc) and down below on the terrain. I think the bases and corridors within are ok as they are and might get a bit cramped if I start adding too much stuff around...
     
  4. Slainchild

    Slainchild L1: Registered

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    Updated to alpha 2 :)

    Changelist is in the original post with 2 new screenshots.

    edit: Can a mod change the thread title to Creak please? The forum hasn't picked it up. Thanks ;)
     
    Last edited: Jun 5, 2009
  5. Slainchild

    Slainchild L1: Registered

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    Alpha 3 has been uploaded, changes and new screenshots added to the first post. :)
     
  6. Slainchild

    Slainchild L1: Registered

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    Updated to alpha 4, new screenshots and changes added. ;)
     
  7. Psy

    aa Psy The Imp Queen

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    This map needs more lovin'! I think it's turning out great and the style is developing into something quite distinguished. :)
     
  8. Slainchild

    Slainchild L1: Registered

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  9. Slainchild

    Slainchild L1: Registered

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    Been working a bit on the sniper "pillbox" room today:

    [​IMG]

    Complete with jars of piss you can shoot around ;)

    [​IMG]
     
  10. Slainchild

    Slainchild L1: Registered

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    Updated to alpha 5, new screenshots and changes added. Enjoy. :)
     
  11. Jive Turkey

    Jive Turkey L3: Member

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    Some nice details in those screenshots. Though it does remind me of a Quake map for some reason. Maybe the paucity of props and junk laying about. Lookin' good though.
     
  12. HellJumper

    aa HellJumper

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    The second screen shot looks sick!
    Edit: how do you make stairs without having to make the characters get stuck? Is it just a sloped brush with a texture?
     
    Last edited: Jun 30, 2009
  13. Slainchild

    Slainchild L1: Registered

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    Jive Turkey: My mapping background is Unreal Tournament and Quake, so maybe thats why you make that connection. :)

    Frogger: I just added a player clip brush over the steps so its a flat slope for the player to collide with rather than each individiual step.
     
  14. Slainchild

    Slainchild L1: Registered

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    Mines!
    [​IMG]

    Factories!
    [​IMG]
     
  15. Slainchild

    Slainchild L1: Registered

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    Made some new spytech spawnrooms since the map was missing any kind of shady science organization references:

    [​IMG]

    Work on some previously empty rooms too:

    [​IMG]

    :)
     
  16. Cold

    Cold L1: Registered

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    Is this your first map or your first released map?

    Either way looking at the screenshots it looks very impressive and I see lots of great detail.
     
  17. Slainchild

    Slainchild L1: Registered

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    First Source engine map. I spent a few hours of messing about and reading tutorials for Hammer before getting started on drawing my layout. Then I just started building it, learning new stuff as and when I needed to. :p

    I've been mapping for UT games since 2003/2004 and Quake3 before that, and a lot of that knowlege is relevant in Source too (general level design theory, BSP, lighting, where not to place stuff, etc).
     
  18. Bonesinger

    Bonesinger L1: Registered

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    I can tell you it's certainly not his first map ever :p

    I just had a small 1v1 with a friend of mine so I can't say a whole lot about the layout. Seemed perfectly fine to me, however that could be subject to change if you throw in a couple more players.

    I did run into a problem while playing as the Engineer.
    [​IMG]
    As seen in that picture you can place a sentry on top of the rock leaning against that small shack. The problem with this is the Sentry is in a perfect location that looks over the whole right side of that section and is hard to attack without getting shot to a billion pieces and then blown up. Another thing about this spot is the full ammo crate is about a two second distance from the Sentry and has a 10 second spawn on it.

    I'm not sure about the pickup placement on this map as well. You have a full health, full ammo, and small health pickup all within about 5 seconds of each other right outside of each base. There doesn't seem to be much risk of obtaining these and they are on the quickest route from base to base. I think it would be good to move some of these out to the side paths to help promote players to explore.

    Lastly there is a set of stairs in the blu base that doesn't have a player clip on it. (All though I think you've already fixed that?)

    The level so far is looking great and I can't wait to play this with more people. Good to see you're making a map for TF2;)
     
    • Thanks Thanks x 1
  19. Peterm

    Peterm Banned

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    k looks good
     
  20. Peterm

    Peterm Banned

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    try making the clip on it or whatever is on it smaller and if your using hitboxes dont but try and fix it