WiP in WiP, post your screenshots!

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
716
1,496

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
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Sep 8, 2008
1,264
817
I've seen multiple custom maps at STAR_'s server after each other, and those maps are voted for, and it uis still atleast 20 people in there.
That is exactly one of those random servers with interested people he talked about. He is right on that point, without interest your map wont get started.

However...
If a custom map server has a map being popular that map will spread acros servers slowly and eventualy become a normal custom map. And this is why only good maps will get that far. Bad maps wont get past those servers since they dont build a good enough name.

And as mentioned before aswel. Competetive tf2 players are the ones who promote those maps best and they promote only maps that suit their playstyle. Although often just 6v6 those maps show a basic level of balance which for teams is fun enough. Sadly though they dont balance the '3 sentries at last cp with a spawn next to the cp' part which is usualy the pub killer. But maps that do balance it end up quite well.

Still, valve should promote custom maps better. Even if of lesser quality promoting custom maps of a decent quality on the blog is going to give those maps a far better chance. A map doesnt allways need to be perfect, just look at the lots of css maps that exist. There are still plenty of poor looking yet excelent gameplay maps there. And on tf2 there are also a few of those maps.
 

TheBestUsername

L4: Comfortable Member
Jun 25, 2013
151
96
I'm sure they're working super hard on supporting maps in the workshop, it's just around the corner guys!

I'm sure Valve is actually just waiting for the community to make more hats, so they don't even have to bother modeling them. :glare:

Seriously, though, say what you will about me, but I really have been angry at the way Valve has been handling TF2 lately. They haven't made any maps of their own since the Tale of Two Cities update, and they haven't made any custom maps official since Snakewater. I know the End of The Line update is coming in a few days, but it will likely only contain one new map, the moonbase one. The fact that TF2 hasn't had a true update in almost a year makes me a little sad, I guess, because custom maps going official is essentially the only way to get them played outside of the comp community. And the comp community always wants their maps to be structured in a very specific way, which leads to a lot of mappers making pretty unoriginal KoTH and 5CP maps, just so someone will actually play them.

Valve could fix this problem if they made more maps official, overhauled the quickplay system, and added Steam Workshop support for maps, but I really don't expect them to ever do those things. If it hasn't happened yet, why would it happen in the near future?
 

ThrowingPie

L1: Registered
Apr 6, 2014
28
30
Yet another idea I'm currently playing with.
A Kong King themed Attack/defend map. Currently just playing with the visuals.

Yes that building has no back, still working on placing a CP inside,
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From the far end of the street, (left is blu spawn, right is the red building shown above
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Small closed alleyway
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bungy

L1: Registered
Jun 23, 2012
10
11
Wow, I always assumed the workshop had support for maps. I guess Valve couldn't come up with a way to put a pricetag on them.
 

fubarFX

The "raw" in "nodraw"
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Jun 1, 2009
1,721
1,985
And the comp community always wants their maps to be structured in a very specific way, which leads to a lot of mappers making pretty unoriginal KoTH and 5CP maps

going to be that guy that calls bullshit, they just don't know what they want to play until they play it. surprise them! it's certainly not their fault if most mappers are sticking to to unoriginal yet proven layouts. I mean, come on now.
 

xzzy

aa
Jan 30, 2010
815
531
going to be that guy that calls bullshit, they just don't know what they want to play until they play it. surprise them! it's certainly not their fault if most mappers are sticking to to unoriginal yet proven layouts. I mean, come on now.

Which is what I'm trying to do with Crater (that map with the makes-no-sense dome I posted in here last week). I just need to get off my butt and playtest the damn thing.
 

Micnax

Back from the dead (again)
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Apr 25, 2009
2,110
1,586
Further testing:

vodkvk.jpg


The point_viewcontrol can't display the player model so I parented some objects to it so I know where I'm going. Only problems are:
• Getting the camera to move forward or backward along the track depending on key presses
• Getting the portal gun to fire in a direction the mouse is pointing, rather than being stuck in the spawn direction
 
Sep 19, 2010
481
502
Finally finished laying all my track. Just need to finish Red's spawn at last and a few more areas and I'll be done with a1. First Payload map. Yay.

fallcreek.jpg
 

Yacan1

D I G I T A L I N F L U E N C E R
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Nov 7, 2010
412
796
I was really bored and tired so I made temp_bo02.mdl into something. I clipped it too! It actually gave me some inspiration
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,709
2,587
But it's a verifiable fact that custom maps will drain servers. Not just because quickplay won't put players on custom maps, but because pubs generally aren't interested in learning new maps. The penny arcade server has that problem every single Friday, Upward or Gorge will bring in the pubs and put us at 24/24, then switching to cp_randommap_b2 will generate a slow exodus of people leaving, even if it's a good map. Two custom maps in a row are almost guaranteed to kill the server.
That's a real shame. Time was, servers aimed at specific communities like that (as opposed to servers aimed at Quickplay-using randoms) were the best place for custom maps to survive. People would go ahead and let them download, knowing that they were going to keep coming back so they wouldn't have to download them again after that. I wonder what's changed.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
535
803
I've been working on a modification of Zeq's domintion prefab. I decided that in order to reward the winning team, a neutral resupply room would be pretty cool. It is not a spawn room, just a resupply room like in the basement of 2fort.

When one team owns 4 control points, the resupply room becomes available to them and unavailable to the other team.
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The sign starts hidden, and the room is inaccessible by either team at the start of the round. When a team owns 4 control points and looses one, the resupply sign disappears and the room becomes inaccessible to that team again.
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