[WIP] ctf_rocketcity

Discussion in 'WIP (Work in Progress)' started by apocguy, Apr 6, 2008.

  1. apocguy

    apocguy L2: Junior Member

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    This is a project I original started last November. Its something I have been working on and off the past few months. I originally decided to finish working on the map some time after the new year.

    Here are some pictures of the original map I made between November and January.
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    Note: I know, these pictures hurt the eye but these pictures are of a really old build.

    Shortly after taking a break from mapping I was inspired to completely redo my map. This inspiration came from seeing the changes between ctf_mach2 and ctf_mach4. When I saw how greatly that map changed I wanted a better version of my own map.
     
    Last edited: Apr 6, 2008
  2. apocguy

    apocguy L2: Junior Member

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    When I decided to redo rocketcity I also decided to throw the older version out the window. The new version would be a complete rebuild from the ground up.
    One of the main reasons for a redesign was because people tend to enjoy playing more on prettier maps. I guess I don't really know what to say but to just show the pictures.

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    Currently I am nearing completion of my map (or least in my eyes). My only fear for my map is optimization. I have read alot of tutorials on the subject, but I still find my self feeling lost. I have done some hint brushing and such but I donot if I did it correctly.

    I was wondering if someone could take a look at my map and give some critique and suggestions.
    Here is the download for my map: http://rapidshare.com/files/105246240/RocketCityWIP.rar.html
    Included in that download is the old version of my map and the new. I have also included the .vmf file.
     
    Last edited: Apr 6, 2008
  3. apocguy

    apocguy L2: Junior Member

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    Sad to see no responses, but I just realized that I failed to have a description of my map so no wonder no one has responded.

    My map, ctf_rocketcity, is a standard ctf map. The map is essentially a big square with some under ground tunnels. The map has three missile silos, two of the silos are the flag rooms and the middle silo is just an area that connects to the other silos using tunnels.

    The tunnels have brick walls blocking them but they can be destroyed (easiest if you are a demo or a soldier). The weakest bricks have 200 health and the strongest bricks have 600 health. I added these walls to give engineers some time to build stuff up before being swamped by scouts.

    The two smaller silos are flag rooms. The rooms are rectangular an alcove and two tunnels. One tunnel can be accessed a teams secondary spawn by way of a vertical air duct. One tunnel is on the ground level while the other one is too high for jumping into. To exit the flag rooms a player can either use the tunnels to head to the other flag room, or near where the flag rest there is a giant tube.
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    I call this tube the jump tube. The jump tube is a glass tube with a trigger_push in it, when you jump you are lifted to the above floor. To give player the idea that they have to jump I have place a fan inside the tube with
    some steam rising up (trying to simulate air current). I also plan to make a texture saying "Jump Here."

    On the top level of the map there are two concrete observation bunkers, the bunkers and a square wall enclose the middle silo. About 5 ft above them street is a cat walk. The entrance to the cat walks are located near the secondary spawns. The cat walks can also be accessed by jumping up onto a flat bed train.

    Well thats pretty much my map in a nut shell.
     
  4. Vander

    Vander L8: Fancy Shmancy Member

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    Some neat stuff. Tube technology!
     
  5. Gadget

    aa Gadget

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    I'm busy right now at work but I'm going to have a look at your files later that day...
     
  6. Vander

    Vander L8: Fancy Shmancy Member

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    downloading now...
     
  7. drp

    aa drp

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    amazing improvements on the redo, awesome job.
     
  8. Vander

    Vander L8: Fancy Shmancy Member

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    Ok, did a brief solo run through and here is what caught my eye. Please bear in mind this is constructive criticism:

    -- It is very dark in many places. Especially coming out of spawn. Defintely needs more lighting.
    -- All of the stairs are very short and very steep. May consider resizing them to look more natural.
    -- Back to lighting, the red and blue light is a bit overdone. Many will complain it makes it hard to see what team a player is on and I don't disagree. In small doses I think they can add to a map, but your map uses them a bit too much for my taste.
    -- The breakable areas don't seem to fit and there are too many of them. Consider dropping down to only one for each side. The multiples you have just make it frustrating to navigate the map. The size of the openings are maddening as well, requiring a crouch jump lined up just right. Sometimes I can get it on the first try, but most of the time it's 4-5 jumps before it's lined up perfectly, which means I'm already dead.
    -- The hazard texture in the middle rocket silo appear to be sized too large, consider resizing.
    -- The air tube is great, but it's easy to be stuck at the apex of it and bob about for a few seconds before getting on solid ground. Maybe add a little push from behind to force the player out?
    -- On both sides there is an alley with some metal girders. These are meant to block players from going down them, but it looks like you could jump on top of them, consider adding something else to let players know its not accessible.
    -- Why is the water there? It doesn't feel like it fits. Considering adding a drain pipe to the side and maybe a drain in the corner. This would help to make it feel more like part of the facility.

    -- All in all I like the map and that's why I took the time for this critique. I can't help but feel claustrophobic in it though. Almost as if you have packed too much stuff in a small area. Consider expanding it a bit and moving the skybox props back some so it doesn't feel so closed and feels more natural.
     
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  9. apocguy

    apocguy L2: Junior Member

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    What do you mean by the crouch jumping part and it needing multiple tries? Is there a small ledge your getting stuck on?

    Not sure what you mean by metal girders. Do you mean the train cars that have the ramps going over them?
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    This?

    The water is there to prevent damage to players who jump down into the silos. Ill have to make a drain or something to explain it.

    Thanks for all the critique. :)
     
  10. Gadget

    aa Gadget

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    hi Zach,

    I took some time (1 or 2 hours I guess, can't remember when I started ), did a quick set of screenshots from the game and hammer and added comments to it. I think this map definitely has potential to be fun but still needs a lot of work.

    The best advice I can give you (besides of the commented screenshots) is to look at Valve's maps and how they use textures, architecture and props to create the different looks between red and blu. Use 'noclip', fly around in well and granary (maybe hydro as well) and the take a lot of screenshots.

    You can download my comments from my server (8 MB). I also included an edited version of your .vmf with some 'quick and dirty' texture replacements.

    Feel free to ask if you got any more specific questions on my comments. I could write another ton of 'em but I rather spend the last hours of the day on my oil rig map :D

    Greets,
    GarbageMan
     
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  11. apocguy

    apocguy L2: Junior Member

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    Thanks alot GarbageMan. You have provided a ton of feedback and I am very thankful. Alot of the comments you made in the pictures will be very help full :D

    The only comment I really had a problem with was the ones about the silo holes. The silo holes are the main entrance into the flag rooms but I could see how its easy to fall into them from walking out of spawn. I think I will put a railing there, I already know of the perfect rail model.
    Would you have any suggestion to any other way into the basement? I personally cant think of anything (then again I just woke up).
     
    Last edited: Apr 10, 2008
  12. Gadget

    aa Gadget

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    give me some minutes to think about another entrance - working on a hdr sky right now. I'm going to send you a screenshot later as soon as I have an idea...
     
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  13. apocguy

    apocguy L2: Junior Member

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    Thanks alot :thumbup:
    The only reaqson why I am a bit reluctant to seal the silos is because they use to be the main entrance. I fear that sealing them would give engineers too much of an advantage. In the older versions of this map engineers were pretty powerful if they set up fast enough, but they were not unstoppable. A good demo man on the top level could rain grenades onto the engies setup.

    I am happy to hear any Idea, but I still like the idea of demos having some access to an engineers blind spot.
     
  14. phatal

    phatal L6: Sharp Member

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    This is like night and day with the 2 versions. I've actually played your newer version or I think I did. It's not bad at all. Good work.
     
  15. apocguy

    apocguy L2: Junior Member

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    Really? It was running on a dedicated server for a few hours. The servers name was PHDArts.com or something like that.
     
  16. phatal

    phatal L6: Sharp Member

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    This has been at least a month... I swear it looked a lot like yours.
     
  17. apocguy

    apocguy L2: Junior Member

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  18. Gadget

    aa Gadget

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    you should be receiving an email any minute. did send you an idea for another entrance.
     
  19. apocguy

    apocguy L2: Junior Member

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    Thats the exact Idea I was having. I'm seriously thinking of going in that direction but I'm still wondering how it will affect the engineers advantage.
     
  20. Gadget

    aa Gadget

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    since I've not played the map I can't decide if it would work well. If not you could at least prevent the engineers to build something with a func_nobuild.

    oh, what I forgot: you used the nodraw texture on some trigger_push but should use the trigger texture.