WiP in WiP, post your screenshots!

Collaide

L2: Junior Member
Oct 14, 2015
58
3
2016-01-22_00001.jpg
2016-01-22_00002.jpg
2016-01-22_00003.jpg
2016-01-22_00004.jpg
2016-01-22_00005.jpg
2016-01-22_00006.jpg
2016-01-22_00007.jpg
2016-01-22_00008.jpg
2016-01-22_00009.jpg
2016-01-22_00010.jpg
2016-01-22_00011.jpg
2016-01-22_00012.jpg
2016-01-22_00013.jpg
2016-01-22_00014.jpg


This is my attempt at making a 5cp map viable for 6v6 competitive... I had a finished version that was really bad so I remade the entire map. I still don't have the area between second and the last point though.
 

Collaide

L2: Junior Member
Oct 14, 2015
58
3
This looks good, but you need more signage, also center the block texture on the spawns

I don't care about signage atm since huge chunks of the map might get overhauls/reworked in the future. I also figured that my first playtesters (if I ever get any) would be competitive players with way more game knowledge and map knowledge than your average tf2 pubber, and would easily be familiar with some of the concepts.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
I don't care about signage atm since huge chunks of the map might get overhauls/reworked in the future. I also figured that my first playtesters (if I ever get any) would be competitive players with way more game knowledge and map knowledge than your average tf2 pubber, and would easily be familiar with some of the concepts.

You always want to put signs. Trust me. Even if they're just those wooden prop signs, you can easily move/delete them at any time along with your layout changes. There is signage on EVERY official map and for good reason; don't just trust players to know where they're supposed to be going.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Yeah, never assume players will automatically know where to go, no matter how good of a gamesense they might have. You know your map inside and out because you're the one who built it; your testers, on the other hand, won't magically have the intuition to navigate around a map they've never seen before.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Signage is important, even in alpha maps. If your map doesn't need signs, then chances are it's just a perfectly linear map which is just plain bad design (I'd know from experience). Players don't always necessarily know where to go, but arrows here and there will help and you'll find people mentally following them unless something else is really suggesting they should go elsewhere (ie players choosing between uphill and downhill not knowing for sure which is the right/wrong way).
 

Collaide

L2: Junior Member
Oct 14, 2015
58
3
To sum up my replies to your comments:
I agree, and I understand what you're all saying, however, running around on the map for 1 minute in pregame is usually more helpful than looking at arrows during the game.

I get a bit overwhelmed by how helpful you are tbh ._.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,315
2,756
Leading geometry is a thing. Ideally your map's layout should guide the player to where theyre meant to go and signage should simply complement that.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
I was going to make a contract-styled poster with a secret Morse Code message. It didn't look good, so I deleted everything. Everything but some text, of course. It's sloppy, but I though you guys would find some of it funny/stupid, so I'm posting it here.

 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
That just looks like a receipt.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
Instead of working on sending Cruise to beta like I should be, I'm making overlays.

Here's a stop sign. If there are any suggestions you have or changes you want, let me know.

IVx39in.png
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
Oh, how do I, TF2Maps.net user HolySnickerPuffs, move a KoTH map to beta? Well, that's simple, really.


First, I look at In-game TF2 maps for architectural ideas and texture references. Then, I delete half of the map, and fix roughly 30% of the geometry that I should've on the remaining portion. Shortly after, I add obscure props and textures on new, invalid geometry. Afterwards, I slap on some cubemaps and ship it, not even touching VIDE or Pakrat.

That's how a pro does it. This is quality mapping skill right here.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
That texture application makes zero sense whatsoever.