[WIP] cp_Rockmine_b1

Discussion in 'WIP (Work in Progress)' started by Gonzales, Dec 24, 2007.

  1. Gonzales

    Gonzales Guest

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    Edit: Rockmine has been upgraded to Beta2! Here it is!

    First, let me introduce myself. I go by Gonzales, Gonz, Gonzo or "Hey you." Whichever you prefer. I've been an avid Valve gamer since the Half-life days, and I've just recently gotten into mapping. I started reading tutorials and playing around in Hammer about 3 weeks ago, and here is my first attempt at a serious map. Yeah, I'm new, and my map is of doubtful quality. That's why I'm posting it here, so I can get some tips from more experienced mappers. =)

    The map can be found here!

    cp_Rockmine is a symmetrical Granary/Well style push map, consisting of a Red base, a Blue base, and a mine. The mine itself contains a red point, a blue point, and a neutral central point in "Mine Control."

    Anyways, screens:

    View from the Red courtyard. (Located between Red's first two points)

    Inside the mine, looking at Blu's second point. Blu's HQ is on the left, Mine control is dead ahead.

    Mine Control. I'm hoping that this will provide a fairly epic shootout when the round starts, Granary-style.

    Blu's base. Blue's final point lies just on the other side of the blue wall with windows.

    More mine. This tunnel is located near Blu's second control point.

    Red's final control point. The mine is off to the right.

    Take a look around, and tell me what you think. I fully intend to support and update this map, and I'm open to all suggestion about design, layout, textures, gameplay or whatever.

    Thanks in advance for your time and suggestions. =)

    - Gonz
     
    Last edited by a moderator: Dec 29, 2007
  2. Gonzales

    Gonzales Guest

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    File has been updated!

    Several minor texture/lighting issues have been fixed, and some details have been added.

    I'm in need of people to playtest, or at least download and look around. I'd greatly appreciate it if anybody took the time to download and give me some suggestions as to how I can improve it. =)

    Also, here's another screen:

    Layout screen! Blu's base in the upper left, Red's in the lower right, mine area in the middle.
     
  3. DJive

    aa DJive Cake or Death?

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    I'm at work now, tonight when i get home i'll download it and be back with some critique =)
     
  4. Gonzales

    Gonzales Guest

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    Awesome! Looking forward to having some feedback. :)
     
  5. DJive

    aa DJive Cake or Death?

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    Mind the list, its how i Critique:


    the thing i noticed the most is that scaling seems way off. At spawns your chalkboard is setting on the floor, tunnels seem like they have just enough head room but not enough to jump out of the way from a rocket or demo man.

    Blue spawns door you can get kinda hung on for a second as a scout, red door is fine.

    Windows outside red spawn area do not touch the wall.
    Large barn door in red spawn area does not touch ground

    On join you should place a starting camera. The spec view starts under your map.

    middle room from blue/red side has the logo placed on the room half cut off.

    Middle room side rooms (with the pc control) seem oddly square.

    There are many side paths that only take you 10-15ft and pop you out the same spot as the main path, Id make a reason for players to go this way or get rid of the side paths. Spots i mean are right outside the main spawns on the right, and heading into the middle CP on the left.

    Cave wall/ledge thickness seems out of place, some to thin to me.

    Middle CP: red barrel texture does not line up.

    --

    Was fun man, i ran around it as a scout. It would be a nice map, but i wouldn't say for any less then a 6v6. Other then touch ups o the area's mentioned above the only think i would change that would effect game play would be scale in the caves and making the side tunnel/passageways more desirable. You have a lot of attention to detail and your sticking to the color theme well, both well done.
     
  6. Gonzales

    Gonzales Guest

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    Sweet! Thanks for all the advice.

    Cave ceilings: Yeah, I thought they looked a bit low. I'll raise 'em a bit.

    Spawn doors: Odd.. I'm certain that they were the same for both teams...

    Starting camera: I'm not sure exactly how to do that. Is it an entity?

    Side passages: Alrighty. I've got ideas on how to make them more worthwhile...

    Thanks again for your time and effort. :) I'll get cracking on that stuff right away.
     
  7. DJive

    aa DJive Cake or Death?

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    Np bud.

    Starting camera is : Info_Observer_Point:

    Spawn doors: Maybe bad luck for me, just seems like when i was runnign in and out of them blue seemed to "jump" a bit more
     
  8. Gonzales

    Gonzales Guest

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    Oh, I see. Sweet. Thanks.

    As for the spawn doors: I expanded all the triggers a bit, Red and Blu. No more Scouts running into the doors. :)
     
  9. Wiebbe

    Wiebbe L1: Registered

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    Yo,

    Seeing as this was your first time, i took the time too run around and make some screenshots at places i thought could use some more work : )

    The idea is that maps in the source enginer should have alot of detail and not a whole lot repeatism (if that is a word : P). Anyway, the screenshots were garbled order wise, but here they are:


    [​IMG]

    When trying to jump on the stone as a scout, i got stuck at the wooden beam. You should add player_clip brushes at all the corner making the sides like a piramid. This way you can keep on running and not get stuck and die because of a wooden beam. (this is in your entire map btw)

    [​IMG]

    Simple enough, always make props that are see through at the end stick to the wall. If you dont atleast make sure its "believeable" that they are floating : P

    [​IMG]

    This small room looks very not believeable, the room is too small, no glass (which can be a choice for snipers ofcourse), and the window is waaaay to small. Also who would be sitting in there withouth any lights? : P

    You should also try to change the colour, because this way it blends in with the background wall.

    [​IMG]

    Not really neccesary in all maps, but valve tends to make it 1 big stop sign. Just a matter of preference.
     
  10. Wiebbe

    Wiebbe L1: Registered

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    [​IMG]

    This tends to look out of place as well, suddenly a big red block in the middle of the room? : P Try to play with the textures a bit. Try to make sure you never use the same texture for floor and wall in the exact same spot.

    [​IMG]

    Prop sticking in the ceiling, move it down a bit.

    [​IMG]

    prop sticking in the wall, also try to spice the texture up a bit here or add some decals or so, very repetative at the moment.

    [​IMG]

    First, (1) the stairs just seem to come out of the floor because of texture usage. Try to make the stair more fit it in the entire room and feeling. For example you can use single stair parts with a beam under it, making the stairs open. Or try to spice up the textures here.

    2) is a matter of perference, i tend to use "railings" to hold the fence, but it seems valve does it the same way you do.
     
  11. Wiebbe

    Wiebbe L1: Registered

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    [​IMG]

    The window edges are abscent. You should add some window railing or edges that "hold" the glass.

    [​IMG]

    The circled part is stuck in the floor, causing it to flicker.

    [​IMG]

    Somehow there is a red blinking texture here? The brush isnt aligned as well, looks out of place and doesnt flow.

    [​IMG]

    Why does it suddenly stop here? Try to complete it here, and place a beam there.
     
  12. Wiebbe

    Wiebbe L1: Registered

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    [​IMG]

    Looks a bit too large to my taste, but its again a matter of preference.

    [​IMG]

    The windows are floating here. Move them more back to the wall.

    [​IMG]

    These beams look kinda impossible to me, first of all, the white ones are just way to steep. No need to make them go all the way to the edge, second they are both connected to the "support" beam/wall.

    Now the circled parts are basicly in the entire map, they are the same width as the entire beam. This shouldnt happen! they only support the 2 beams, they arent part of it. So try to reduce the width of the support beams in your antire map, it will look alot more natural then.

    [​IMG]

    this looks unnatural in a rock location, try to make this ending more natural or add a woodem beam across it.
     
  13. Wiebbe

    Wiebbe L1: Registered

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    [​IMG]

    Beams all of the place, but this corner seems to be lacking one. For number 2: Same as the first i guess, needs some player clipping.


    I didnt make a screenshot of it, but the main bases red and blue area's are WAY TO BLUE/RED. Like i said never use the same texture for floor and walls! Try to use floor textures for the floor and wall textures for the walls!
     
  14. Gonzales

    Gonzales Guest

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    O_O Holy crap, lots of stuff there. Many thanks, you gave me plenty of stuff to work on. =)
     
  15. Godling

    Godling L2: Junior Member

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    Great critique work all around Wiebbe. Looking forward to having you go over my map some time...:)

    ...and looking forward to seeing how your critique work translates into Gonzales updating his map. /wave Gonzales :)
     
  16. Snipergen

    Snipergen L13: Stunning Member

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    What i've noticed... i HATE the light and textures of that underground rocky paths. I have it in my map too but I hate it now :D Im nevva gonna us this again.
     
  17. Gonzales

    Gonzales Guest

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    Yeah, I've found the cave lighting to be less than ideal. I'm considering finding a way to let more of my light_environment in there.

    @ Godling: We'll see how it works. =P I'm hoping to get beta2 released by the 7th. Winter quarter starts after that, and the developmental process will grind to a halt.
     
    Last edited by a moderator: Dec 27, 2007
  18. Wiebbe

    Wiebbe L1: Registered

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    Whats your map then? :p

    couldnt find it at the WIP forum ;P
     
  19. Intraman

    Intraman L4: Comfortable Member

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    An Easy way would just to put holes in the ceiling. Obviously having them look somewhat natural.
     
  20. Godling

    Godling L2: Junior Member

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    ummm... I errr... well... it's like this...

    oh... sorry... someone's at the door... gotta run.:blushing: