ctf_culvert_b2:
Now with a lot nicer cliff walls and very basic lighting.
New pictures:
Notes for b2:
- Anyone know why everything is so bright? (ref: bottle, intel, decals, sky)
- Please muck around in the .vmf and figure out why. The light_environment is in the center, in the sky, just below the skybox.
- The walls are done with displacement, I believe they turned out very nice. Thanks for suggesting this.
Old post:
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Hey all, this is my first map, so it's pretty bad compared to some of (read: all of) the other maps I've seen here. Still, I had to start somewhere, and I'd like some feedback.
The basic idea of ctf_culvert is exactly that of a bombing run map in UT. "Flag" in the middle, teams fight to push the flag into a goal at the other teams base. The capture point is above the exit of the other team's spawn; follow the arrows, and jump through the yellow/black striped rectangle.
I tried to think of every class as I was making this, yet I think it is a bit unbalanced. Pyros and Engineers seem especially weak on the map, while Snipers and Demomen will do pretty well. Agree/disagree? Thoughts on how to fix?
Pictures:
Old pictures removed.
Some notes:
- Pictures aren't directly shown because of the ugly bar.
- The textures are UGLY. They're placeholders, sorta. I have very little artistic ability, and nothing I'll ever make will resemble the quality that Valve can churn out, so the textures stay as they are.
- I need a better way to take screenshots. (those ugly gray bars ruin the pictures a bit.) How should I load the map so as to run it without a UI?
- Lighting isn't done. I messed up the lighting somehow by making a bunch of lights, deciding I didn't want them anymore, and then deleting the entities, but the light stayed. So compile in HDR otherwise the map is (probably) very dark.
- Also, this isn't a culvert. ctf_ditch didn't have the same ring to it though.
All feedback appreciated.
Now with a lot nicer cliff walls and very basic lighting.
New pictures:




Notes for b2:
- Anyone know why everything is so bright? (ref: bottle, intel, decals, sky)
- Please muck around in the .vmf and figure out why. The light_environment is in the center, in the sky, just below the skybox.
- The walls are done with displacement, I believe they turned out very nice. Thanks for suggesting this.
Old post:
---------------------
Hey all, this is my first map, so it's pretty bad compared to some of (read: all of) the other maps I've seen here. Still, I had to start somewhere, and I'd like some feedback.
The basic idea of ctf_culvert is exactly that of a bombing run map in UT. "Flag" in the middle, teams fight to push the flag into a goal at the other teams base. The capture point is above the exit of the other team's spawn; follow the arrows, and jump through the yellow/black striped rectangle.
I tried to think of every class as I was making this, yet I think it is a bit unbalanced. Pyros and Engineers seem especially weak on the map, while Snipers and Demomen will do pretty well. Agree/disagree? Thoughts on how to fix?
Pictures:
Old pictures removed.
Some notes:
- Pictures aren't directly shown because of the ugly bar.
- The textures are UGLY. They're placeholders, sorta. I have very little artistic ability, and nothing I'll ever make will resemble the quality that Valve can churn out, so the textures stay as they are.
- I need a better way to take screenshots. (those ugly gray bars ruin the pictures a bit.) How should I load the map so as to run it without a UI?
- Lighting isn't done. I messed up the lighting somehow by making a bunch of lights, deciding I didn't want them anymore, and then deleting the entities, but the light stayed. So compile in HDR otherwise the map is (probably) very dark.
- Also, this isn't a culvert. ctf_ditch didn't have the same ring to it though.
All feedback appreciated.
Last edited: