TF2 mapping
Quote from youme on November 20, 2007, 4:48 pmLooking pretty good, I though I had played on cp_science, but looking at the pics I realise I haven't. But I wan't to, It looks really cool!
I'll look out for both when I'm playing online next
Looking pretty good, I though I had played on cp_science, but looking at the pics I realise I haven't. But I wan't to, It looks really cool!
I'll look out for both when I'm playing online next
Quote from mikebolt on November 20, 2007, 5:17 pmyoume wrote:😳 I missed your post!
How finished are they? got any screens?...ctf_pitcross.
The idea is to cross the bridge without getting sniped and infiltrate the base in order to get to the roof to get the flag and bring it back.Has 3D skybox, sufficient lighting, and models , so I'd say it's done. shmitz is right though, it still needs more detail, though it's kind of hard to integrate detail into this map.
How finished are they? got any screens?...
ctf_pitcross.
The idea is to cross the bridge without getting sniped and infiltrate the base in order to get to the roof to get the flag and bring it back.
Has 3D skybox, sufficient lighting, and models , so I'd say it's done. shmitz is right though, it still needs more detail, though it's kind of hard to integrate detail into this map.
Quote from youme on November 20, 2007, 5:37 pmIts a good layout, but as you say, very under-detailed.
What to do - invent a story for your map, where is it? a granary? a farm? an industrial building?
once you know where it is add elements (both brushbased and models, tf2 models could go just about anywhere in the real world so thats handy) that reflect that, make it dead clear to the player where they are.You have some dissalignments in your brushes where the ramp meets the very top balcony bit.
You should kill the player once they get to the botom of the bit (on impact) rather than half way down. (it wouldnt be so bad if it weren't for the massive bone crack whilst in mid-air)
You should add at least one other resupply for each team.
Perhaps give two bridges across the pit, at right angles on different levels?
Give a definat visual reason for the bridge to be a certain shape, if it is flat give it supports so that you can believe it would work in real life, if it is curved up give it appropirate supports that go with curved bridges...etc
Make your lights less evenly spaced, add a few windows here and there, light fittings, areas of darkness (not pitch black though)
make the inteligence area look like it is an inteligence room. Add destinct markings to clearly show the n00b players on your map where everything is, like the black and yellow striped lines around the intel or the big blue/red arrow signs on either side of the bridge.
Get to it
Its a good layout, but as you say, very under-detailed.
What to do - invent a story for your map, where is it? a granary? a farm? an industrial building?
once you know where it is add elements (both brushbased and models, tf2 models could go just about anywhere in the real world so thats handy) that reflect that, make it dead clear to the player where they are.
You have some dissalignments in your brushes where the ramp meets the very top balcony bit.
You should kill the player once they get to the botom of the bit (on impact) rather than half way down. (it wouldnt be so bad if it weren't for the massive bone crack whilst in mid-air)
You should add at least one other resupply for each team.
Perhaps give two bridges across the pit, at right angles on different levels?
Give a definat visual reason for the bridge to be a certain shape, if it is flat give it supports so that you can believe it would work in real life, if it is curved up give it appropirate supports that go with curved bridges...etc
Make your lights less evenly spaced, add a few windows here and there, light fittings, areas of darkness (not pitch black though)
make the inteligence area look like it is an inteligence room. Add destinct markings to clearly show the n00b players on your map where everything is, like the black and yellow striped lines around the intel or the big blue/red arrow signs on either side of the bridge.
Get to it
Quote from Hober on November 20, 2007, 5:48 pmFYI: If I remember correctly, the Valve clients run on port 27015, but servers run on 27005. This means you'd have to port-forward 27005 instead of 27015.
FYI: If I remember correctly, the Valve clients run on port 27015, but servers run on 27005. This means you'd have to port-forward 27005 instead of 27015.
Quote from Hober on November 20, 2007, 6:01 pmGood call. Guess I'm remembering the Bad Old Days with the 27005 business.
Good call. Guess I'm remembering the Bad Old Days with the 27005 business.
Quote from youme on November 20, 2007, 6:09 pmHmmm, I've just noticed I'm getting an error in game when I run my map:
- Code: Select all
Spawnpoint at (608.00 4992.00 -115.68) is not clear.
I'm getting multiple of these with slightly different co-ords, I've checked all my teamspawns and they are all free of obstruction and there are no brushes going through any or anything.
any ideas?
Also, My torus tool is making invalid brushes...wtf? I make a torus, dont do anything to the result and its got invalid brushes! this didn't happen with the old SDK if i remember rightly
Hmmm, I've just noticed I'm getting an error in game when I run my map:
- Code: Select all
Spawnpoint at (608.00 4992.00 -115.68) is not clear.
I'm getting multiple of these with slightly different co-ords, I've checked all my teamspawns and they are all free of obstruction and there are no brushes going through any or anything.
any ideas?
Also, My torus tool is making invalid brushes...wtf? I make a torus, dont do anything to the result and its got invalid brushes! this didn't happen with the old SDK if i remember rightly
Quote from mikebolt on November 20, 2007, 6:30 pmyoume wrote:Its a good layout, but as you say, very under-detailed.
What to do - invent a story for your map, where is it? a granary? a farm? an industrial building?
once you know where it is add elements (both brushbased and models, tf2 models could go just about anywhere in the real world so thats handy) that reflect that, make it dead clear to the player where they are.You have some dissalignments in your brushes where the ramp meets the very top balcony bit.
You should kill the player once they get to the botom of the bit (on impact) rather than half way down. (it wouldnt be so bad if it weren't for the massive bone crack whilst in mid-air)
You should add at least one other resupply for each team.
Perhaps give two bridges across the pit, at right angles on different levels?
Give a definat visual reason for the bridge to be a certain shape, if it is flat give it supports so that you can believe it would work in real life, if it is curved up give it appropirate supports that go with curved bridges...etc
Make your lights less evenly spaced, add a few windows here and there, light fittings, areas of darkness (not pitch black though)
make the inteligence area look like it is an inteligence room. Add destinct markings to clearly show the n00b players on your map where everything is, like the black and yellow striped lines around the intel or the big blue/red arrow signs on either side of the bridge.
Get to it
Thanks for your help. I'll take as many of your suggestions as I can. I'm looking for the calendar decals for the spawnrooms, is there a list of textures commonly used in tf2?
What to do - invent a story for your map, where is it? a granary? a farm? an industrial building?
once you know where it is add elements (both brushbased and models, tf2 models could go just about anywhere in the real world so thats handy) that reflect that, make it dead clear to the player where they are.
You have some dissalignments in your brushes where the ramp meets the very top balcony bit.
You should kill the player once they get to the botom of the bit (on impact) rather than half way down. (it wouldnt be so bad if it weren't for the massive bone crack whilst in mid-air)
You should add at least one other resupply for each team.
Perhaps give two bridges across the pit, at right angles on different levels?
Give a definat visual reason for the bridge to be a certain shape, if it is flat give it supports so that you can believe it would work in real life, if it is curved up give it appropirate supports that go with curved bridges...etc
Make your lights less evenly spaced, add a few windows here and there, light fittings, areas of darkness (not pitch black though)
make the inteligence area look like it is an inteligence room. Add destinct markings to clearly show the n00b players on your map where everything is, like the black and yellow striped lines around the intel or the big blue/red arrow signs on either side of the bridge.
Get to it
Thanks for your help. I'll take as many of your suggestions as I can. I'm looking for the calendar decals for the spawnrooms, is there a list of textures commonly used in tf2?
Quote from Shmitz on November 20, 2007, 6:34 pmUse the "tf" keyword. Also, searches for "sign", "decal", and "overlay" will generally find most of the overlays in the game.
Use the "tf" keyword. Also, searches for "sign", "decal", and "overlay" will generally find most of the overlays in the game.
Quote from mikebolt on November 20, 2007, 6:43 pmfound it. My decals are all incredibly oversized (im using infodecal) how should I fix this?
found it. My decals are all incredibly oversized (im using infodecal) how should I fix this?