[WIP] cp_govar

Discussion in 'WIP (Work in Progress)' started by fear887, Dec 1, 2008.

  1. fear887

    fear887 L1: Registered

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    Hi guys,

    Started working on my first TF2 map some weeks ago. I'm currently testing the game play with some clan mates but i must start to optimize the map (i usually play it at 30fps :bored:)

    Concept:

    cp_govar is a Control Point map with 5 CPs to capture for each team to win the game. Every team starts with their first and second CP already captured.
    Basically the map is composed of 2 big compounds and a river between them.

    It is an alpine style map.

    some screens:

    1st cp
    [​IMG]
    between 1st and 2nd cp:
    [​IMG]
    2nd cp:
    [​IMG]
    another one of the 2nd cp:
    [​IMG]
    3rd cp:
    [​IMG]
    another one of the 3rd cp:
    [​IMG]
    all map:
    [​IMG]

    Download:
    http://www.megaupload.com/?d=RQEFUOTH
     
    Last edited: Aug 27, 2009
  2. fear887

    fear887 L1: Registered

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    uploaded some screens :p
     
  3. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    You could do one of 2 things to help us help you with that. Either you tell us more about your system or you could upload a compiled alpha of the map. I'd prefer the latter, because your screenshots have a rather bad quality and it is hard to see any details on them.
    Nevertheless what I can see looks quite good for a first map.

    Did you build the tracks from brushes on the 2nd screenshot? it kinda looks like it.
     
  4. AWESOME-O

    AWESOME-O L10: Glamorous Member

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    You should really make a Model track indeed.
    Although its not bad, for brush tracks.
     
  5. fear887

    fear887 L1: Registered

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    yes it is a brush in func_detail (valve used the same thing for arena_lumberyard :p)

    i play on a shitty notebook, anyways i can upload the alpha but it is compiled with fast vvis and there is a lot of bugs to fix\small changes to do :blushing:
     
  6. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    fast vvis is no problem and the bugs won't be that big of a deal. In fact we might even be able to help get rid of them faster!
     
  7. fear887

    fear887 L1: Registered

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    here you are compiled with normal vvis :p

    http://www.megaupload.com/it/?d=RQEFUOTH

    i hate this hostservice but i haven't found nothing better :(

    anyways i've tryed to build cubemaps (don't know what cubemaps are :p) using this way:

    and it tells me this error:

    Code:
    Current mod isn't in a subdirectory of "game"!
    *** Error: Skybox vtf files for sky_trainyard_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file sky_trainyard_01 to build the default cubemap!
    
    :confused:
     
  8. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    I'm not sure but I think I had the same error and got rid of it doing the following:

    - Open the texture tool
    - Select the skybox texture
    - hit replace
    - replace it with another texture that you HAVE NOT yet used in your map
    - and replace it backwards again
     
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  9. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    Two things.

    First, don't worry about cubemaps too much until you're in beta testing, when looks count.

    Second, do you actually have a cubemap entity in your map?
     
  10. fear887

    fear887 L1: Registered

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    i don't know what they are so i don't have any cubemap entity, i think :p
     
  11. fear887

    fear887 L1: Registered

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    i'll try later... thanks for the help :)
     
  12. S3BB0_L1C1OUS

    S3BB0_L1C1OUS L3: Member

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    This area seems a bit too big. You would have to add a lot of stuff here to change that feeling. Making it smaller would be easier ;-)

    [​IMG]

    The window brush isn't solid!

    [​IMG]

    I like the area with the trees. Produces a nice gameplay. Unfortunately this area also seemed a bit too big. As for the water: add some env_cubemap entities above the water and once you compiled the map enter buildcubemaps in the console twice ;)

    [​IMG]

    I think this map has potential. You might want to add it on gameday at this stage before you edit to much, to get some more feedback about the size ;)
     
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  13. fear887

    fear887 L1: Registered

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    yes, in a1 it was smaller but i've felt 1st and 2nd cp too close :(
    yes i've made that intentionally :p
    ok i'll fix some bug and than i'll add on the next gameday :)
    thanks for the help :wow: