(WIP) ctf_2castle

Discussion in 'WIP (Work in Progress)' started by McWhorter, Apr 8, 2008.

  1. McWhorter

    McWhorter L1: Registered

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    Hey this is the first map I've put together. It still needs ALOT of details to be added, but I have the general flow done. I plan to make the river walls and floor into displacements in the future once the layout is set.

    Check it out and let me know.

    Does the map completely suck? Should I quit mapping altogether...

    download it HERE.
     
  2. trainRiderJ

    trainRiderJ L5: Dapper Member

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    Let's see some screenshots! :)
     
  3. The Scientist

    The Scientist L1: Registered

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    No pics, no clicks.
     
  4. FernFerret

    FernFerret L2: Junior Member

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    Seriously you need to get some screenshots up if you want most of the pros to give you opinions, but here is mine:

    I got stuck in the grass... that's right i was running around and bam! i stopped moving, had to kill to reset.

    No supports on wooden beams, they just float

    Square corners around water, not natural

    Grass textures/field is chopp, just starts and ends, black areas

    Spawn lights way too extreme even for hdr I've never seen lights that bright, ever, ok mabye the sun.

    PLAYERCLIP STAIRS

    Getting out of water is a royal pain in the ***, you need ramps/stairs

    RED/BLU markings, this is HUGE, I walked to the middle of your map and I had no idea which way was red or blu, except for the flag indicators

    You trimmed windows but not round doorways

    Grass texture repeats horrendously, seems hl2ish because i think it is but I could be wrong.

    No spawn indicators for opposite teams

    No wooden trusswork, roofs just float

    Lights in the tunnels where there are no light models.



    Ok so You may be thinking, wow this FernFerret guy is a jerk/any other word, These are just what I noticed with a quick playtest, and my map is in no ways perfect but I don't even call my map alpha yet.

    I think your map seems confused, seems like it's part HL2DM with the textures of the walls, yet the rocks set it in the TF2 Genre, It feels like i'm playing in some odd twisted world that I could walk out as an engineer and cross a S.L.A.M. Mine at any point and have combine running after me. Without some of the defining features/cartoony feel of TF2 it just dosent feel like a tf2 map for me, the Capture zones remind me of Gregorian Monks. Overall It seems propless, I can't remember a single static prop other than the light models and rocks.

    It just seems not complete, I don't know how it plays as I have not tested this, but It seems more like an alpha build rather than a beta.

    That's all.
    FernFerret

    PS: There are a lot of great tutorials on this site than can help with all the issues mentioned above.
     
    Last edited: Apr 8, 2008
  5. R3dRuM

    R3dRuM L6: Sharp Member

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    Fix the following:

    Grass texture (its hl2)
    Grass doesn't align with other grass brushes
    Hexagonal (Dont really know) shaped water tunnels
    HL2 TEXTURES!
    DO NOT use MODEL or PROP textures EVER i can see you use it on your wood.

    and what fern said
     
  6. McWhorter

    McWhorter L1: Registered

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    yea i shouldn't call it a 'beta'.

    I like constructive criticism and appreciate your feedback. You guys mentioned a few things I'm working on fixing, but several things I had not even thought about...

    I'll try to post screenshots.
    How can I tell if I'm using HL2 textures or TF2 textures. Is there a way to filter them.

    Anybody else have comments or suggestions?
     
  7. FernFerret

    FernFerret L2: Junior Member

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    Yes in the "Keywords", type "tf"

    FernFerret

    EDIT: Woops I had Filter in place of keyword
     
    Last edited: Apr 8, 2008