[wip] Ctf_spit

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,081
just noticed - look how straight the transition from sand to water is..... have you ever seen a river that straight that hasn't got artificial banks?
 

R3dRuM

L6: Sharp Member
Feb 13, 2008
303
19
Map looks good except for a few hl2 textures here and there and:

- The "3d Skybox" needs to be more 3d, the whole skybox is just a waste of resources, way too much detail to intake and way too much more than needed. TBH, in game it doesnt look as good as it is all cracked up to be, sorta makes you wonder why the big Pit is there and why there are fences around it (original).

- The FPS is absolutely HORRIBLE, i suppose there is absolutely NO OPTIMIZATION on this map because of the lag, i dropped of an average of 80% fps (compared to 2fort)

- The main lobby room ish thing looks really bad, expecially the stairs (not the ladder) the stairs are way to high way too fast and make no sense what so ever and have no astetic appeal.

-As you may know, all the hl2 textures look awful

-You need to optimise...

-You need to optimise...

-You need to optimise...

-Give it a better theme

-More playerclipping on everything

-Fix the grate / paths / walkways should not have seams that connect them, use nodraw to hide the texture inside.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
I am thinking of getting around to making a B2 of this after loosing total interest.

I will fix all the bugs I know of. broken doors, ground to far away, too much water in the sewers, lifts, ladders, stairs, etc. These I dont need to know about. (Ive actually fixed all the bugs that didnt need major geometry changes already.)


I want to change the bases. I think they are way too simple and it was a major gripe of mine after releasing it. I would like some help with ideas of what to do to the bases to make it more interesting. But I dont want to make it over complicated. If you want to you can chat to me on steam about it.

Also I need someone to convert a map from QWTF to work in hammer. I tried to follow the tutorial but couldnt get my head around it. If you can do it tell me on steam or a PM.
 
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Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Well after making some deathmatch maps I thought I would give this another shot. So far I have done hours and hours of "behind the scenes" work tidying up this map.

I have done most of Chronos suggestions and many others that I heard during test playing and other feedback. I have fixed the lighting so the map shouldnt make your eyeballs explode into flames.

I have some screenshots of the visible work so far. This is all without Vis and Rad because it takes a long time to fully compile this map.

First off I am adding a middle water works system. The same as "Well". This was supposed to be in the first version but I just had to get feedback so I released it without it.

Go in here:
in.jpg

Come out here:
out.jpg

This gives the general Idea of direction:
direction.jpg


The ladder in the main room is gone. Replaced by a ramp and a sliding door. Only operable from the ramp side, so it works just as part of the catwalk when not opened.
ramp.jpg


I have raised the entire sewer system so you no longer need to swim through it. I also intend to add a little area similar to the area in the sewers of 2fort in the middle of the run.
This is a very early WIP of the exit of the new sewer. Which I started a little while ago.
WIP.jpg


This is probably everything I will be doing before B2 unless people have good suggestions on what needs to be changed.

If you do have suggestions or comments you think I havent seen. Feel free to put them in this thread so I can do it before release.

Thanks.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I think floor_tile_006a is a TF2 texture, even if it looks a bit HL2-ish. You should try that one, I think. If not, I can definitely say that floor_tile_007a is a TF2 texture, and it looks pretty similar too.
 

oxy

L5: Dapper Member
Nov 27, 2007
208
30
Most of us here are purists, ie. we like to see maps stay within the TF2 realm as much as possible. I, for one, will not put a map on our server if it has HL2 textures or it orange. :angry:
 
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Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Most of us here are purists, ie. we like to see maps stay within the TF2 realm as much as possible. I, for one, will not put a map on our server if it has tf2 textures or it orange. :angry:

I think you mean if it has HL2 textures oxy. If that is the case then I would advise you to take all tf2 stock maps off your server since valve themselves use hl2 textures.

BreadHeadFred said:
I think floor_tile_006a is a TF2 texture, even if it looks a bit HL2-ish. You should try that one, I think. If not, I can definitely say that floor_tile_007a is a TF2 texture, and it looks pretty similar too.

They are both Tf2 textures and I have used them but in this particular instance neither a white tiled floor or a laminated tile floor suits what I am looking for.

Laz said:
have you optimized this map? made proper use of func_detail, func_brush etc?

Whats func_detail? Ha, I joke. Of course I have ;)
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
B2 would be finished if i could fix this lighting problem... Its all sewn and is all the correct size, its all "treated as one" . Im not sure wtf is wrong but its annoying me.
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
I am thinking of releasing it even with the weird lighting. Its only a B2 after all and I want some play time and feedback on it. A weirdly lit surface aint exactly a big deal.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,815
Have you tried youme's lighting parameters to see if that fixes this?

I can see what's happening, but the fact that it's all alligned is puzzling. The only thing i can think is to whack a standard light entity in the middle of that "scene" in the hopes that it lights up most of those faces as equally as possible, hiding the lighting issues with the spotlights.

Though the models of the lights point in a specific direction, doesn't mean the light spot entity has to follow exactly. Try facing a few of the spotlights more towards the displacements and see if that improves anything.

I've seen this with a lot of valve lights, the light spots point quite off from the direction of the light source prop. (to cover local walls).
 

Bonafide

L6: Sharp Member
Mar 18, 2008
313
25
Unbelievable but this map actually crashes when there too many people on it. I have to work on reducing some stuff. This version, again, is trashed.