Discussion in 'WIP (Work in Progress)' started by FaTony, Jul 31, 2008.
Looks Good, other than the HL2 Overlays.
For a map this big...I think you would need about 64 players on the server.
Indeed, is very big and sniper friendly. Many half-life textures detracts TF2 style. Good to see a TC map how ever.
I'm not wondered by graphic style, only thing I ask of a map is a consistent look.
But same fears as above. We have encountered quite a few very well done maps in our playtesting sessions that were quite immediately trashed because oversized. The two main things you'd absolutly not want in a normal server are long distances and totally scattered fights
Good luck anyway, theme is original and TC maps are a neat challenge.
The inside parts look good, but as everyone else has said, HL2 props/overlays/textures should not be in TF2.
The outside area, though...err, it's incredibly open, not to mention huge. That is not good. Nobody likes to walk that far in the game, and Snipers are going to dominate that area.
That said, urban themes are rarely seen in TF2 (I've seen only one, in fact, which was some horrible HL2 port), but they could probably work well (and new TC maps are always nice to see), so good luck to you.
Not everyone who owns tf2 has hl2, so they might not have access to those props/textures.
Well, you could pack them in with the map, couldn't you? Although I guess that would make the overall map size a lot bigger.
Any custom content has the same issues.
just pointing out...but I only installed tf2 (no hl2) on my laptop so I could map for it, and I still have access to the hl2 textures...and props...
the motivation for not using them should be that they look terrible in the game...
Yeah, purchasing TF2 preloads HL2, but I'm still confused as to why the HL2 textures are even accessible when running Hammer in TF2 mode.
All HL2 content is included with any Source purchase. However, episode 1, 2 and portal material is not. Pakking any of this content into a map is illegal, as far as we can tell, and not to be encouraged on these forums.
mm, sorry for the thread, but is there any way to make the distinguo between core Hl² elements and those you'd speak of ? Have they specific keywords ?
O.O Those wide open spaces will kill this map, Its going to have snipers all over the place and its just going to be terrible for close combat classes like the pyro or slower classes like the heavy, engies will suffer as well because everything will be able to shoot their SGs from outside of range, spies will never make it from one side to the other in one cloak leaving them disadvantaged as well.
Doesn't look like you have much of a layout, just wide open spaces and corridors?
Your texture choices are poor, there is little variation and using the hl2 props and textures only aids the amature look of the map, as does the repetition of the textures in the large spaces - because they are so large even the non repetative textures repeat badly.
The map looks very free from props which really doesn't help a bland looking map.
Another thing, the filename is tc_street already. is this the final version? because if it isnt your final version will not be able to be called tc_street now. map downloads do not repeat: do not, overwrite so you must not use the filename you intend for the final map before the final release, otherwise you've screwed yourself over and will have to change name or stick _final or something similar on the end to avoid problems for people who have already downloaded an earlier version with the same name. (fyi there is another map which uses street as the root of its name, granted its prefix is different)
I knew this map will recieve tons of critics.
1. I'm using as much hl2 content as I want. So, TF2-stylers, (especially Sniper) sorry.
2. I'm mapping it with "use alternative path to avoid sniper and the backstab him in da a...head".
3. The map is pretty much incomplete. This version highlights finished in february parking and finished in 21st jul building. Also, I'm not using dev textures, I hate orange with all my heart and I actually haven't designed all the layout. blendgroundtoconcrete02 is my main temp texture.
4. Filename... oh well. I've tested my maps on my own server with mostly random people and had fun. So I didn't found a reason to do "versions" coz there could be 3 versions per day. Also, what makes me to post it with this filename is this. Newer version will have a1 coz I'm spreading though the Web now!
5. The map is in development since November, so it was no duel_street there. I thought the mapping is easier so I've wanted to make 1st custom tc...
6. And this is my 1st map!!
Not to be very judgmental here, but this map has ALOT of work for it. TC maps usually contain 4 areas all adjacent to each other. What you have here is 2 RED points, a huge area of nothing but random displacements, and then 2 blue points. Obviously this will not work. Also, there seem to be a bunch of random doors and stuff with no specific purpose at all. You seem to know how to use hammer, but your executing your skills all wrong. my suggestions are:
Redo the layout completely, ask for help here if you do not grasp the idea of a TC layout.
Smaller smaller smaller!
When designing your layout in hammer, plop some prop_statics with the heavy model for character size reference. helps loads.
Best of luck and hoping for a fun TC street in the future
type "tf2" into the "keywords" space when you browse textures. It will only show Tf2 textures then.
This was a nice try but I think you should just put this map down to an experiment. I did like that displacement hill in the middle tho, but that was it. I think even 64 players on this map might get lost.
I think "TF" works better in the keyword search.
Clarification: what u can see now is 50% of layout. All BLU cps have temporary locations.
Separate names with a comma.