WiP in WiP, post your screenshots!

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,858
new map! it has no name yet so i want you (the community) to make one up based on this picture!
i will like the post with the best name!

20160919203155_1.jpg

this is the last time i let Soldier drive :mad:

Offrails
Traincrash
ATrainWillHitAWall
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
1 night and 1/2 cups of coffee later i finally have a map ready for a bot test!

now the reason the map is currently just for bots is because it has no clipping. once i am comfortable with the look and how it plays with robots, i will release it for proper testing.

now excuse me i really need some sleep :confused:

20160920062740_1.jpg
 

Urban

aa
Jul 27, 2009
212
352
Yeah, you might as well finish clipping the map, make sure all the logic is working correctly and throw it in a gameday/imp test. Only humans are going to be playing the map in the future (unless robots take over the earth and decide to play video games for some reason) so you may as well start getting their feedback now rather than later. Also, remember not to pack the .nav file into your final .bsp, doing so can cause big problems for people trying to play it.
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
got some screen shots of the map! what do you all think?

p.s this isn't even a1! it is more...C1 (concept)
 

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Twist.vmf

L420: High Member
Jul 29, 2016
439
208
@TwistMapper.exe Mid seems pretty big to me. And I'd scrap that red colored lighting, tends to mess with team recognition ability.
i played it and you can get across mid in 8.82 secs as scout and 12.51 secs as demoman. as for the lights, i was just getting really tired, infact the map is full of problems just because of how exhausted i was
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
i played it and you can get across mid in 8.82 secs as scout

Thats very slightly less than twice the time taken to get from balcony to balcony on 2fort. Nine seconds is a very long time in tf2 - especially when you're being shot at by snipers, because the area is so massive and open they'll be the only things anyone plays.
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
Thats very slightly less than twice the time taken to get from balcony to balcony on 2fort. Nine seconds is a very long time in tf2 - especially when you're being shot at by snipers, because the area is so massive and open they'll be the only things anyone plays.
that's why i gave the battlefield so much cover, also i will be adding 2 more routs for players inside of the dam.

also i like the intensity of it...but that's just me.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Well snipers are not the only thing threatening a player. Look, the area near the bridge has NO cover.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
that's why i gave the battlefield so much cover, also i will be adding 2 more routs for players inside of the dam.

also i like the intensity of it...but that's just me.
The scale of TF2 combat is much smaller than you think. Like Sword said your mid is only good for snipers, and maybe soldiers, because nobody else can even make use of this cover (the cover is too sparse and too far from the action). Look at mid points from other maps and see how much more compact they are while still allowing snipers to be useful.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Snipers don't stand where you want them to. They stand where they want. At a rough estimate, here is where snipers can see from the corner of the area:

e6260bac2b324fdcb6e2b25427cbe4fd.png


A sniper can stand in that corner, and - i'm extrapolating a bit here - see all of the yellow area. If they move forward a little, they can cover the entire bridge - not just snipers but wranglers too.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Dr.Alt-F4. Kill those invalids i cant stand them.