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cp_waterworks_a4 [Reworked AGAIN]

Created 15th October 2015 @ 13:10

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Collaide

new

Hello!

Ever since I started playing 6v6 I have wanted to create a map. I got around to learning the very basics of hammer and I’m trying to make something out of it.

It’s supposed have a sort of factory-ish, waterwork-ish.

My first attempt went poorly, so I took the parts and ideas of the map I liked and recycled them. My second attempt went a lot better, but it was still heavily flawed. After I tried to fix it, I just broke down and started over. I used some new ideas from a3 and kept them (last point for instance) and remade the entire map another time. The previous versions of the map can be found in the comments.

NEW VERSION IS OUT AGAIN!! CHANGED EVERYTHING AGAIN!!

(bad) Video showcasing map:
https://youtu.be/0_ALJau4raU

To do list:
– Learn how to do areaportals and hints
– Learn how to decorate
– Fix textures not alligning

DOWNLOAD (Dropbox):
https://www.dropbox.com/s/qsiaykn1atneaas/cp_waterworks_a4.bsp?dl=0

Bugs:
– Props fading after a certain distance
– Shutter doors

I appreciate any constructive criticism. I will consider most (sane) suggestions.
Also do keep in mind that this is my first project. I will very likely use this map to learn and improve over time.


Last edited by Collaide,

biskuu

Just because it is an alpha it doesn’t mean it should be unplayable.
Alpha version should be a fully working and ready to play maps, here I just spawned on top of a cp with a pit next to me and it looks more like a jump map tbh :P
Other than that, when you are aware of problems like sightlines and flatness you should fix them before releasing your map, it doesn’t really matter if it is an alpha version because if people are going to playtest it these are the problems which they are most likely going to point out so you don’t get anything from this.

If you want some general feedback:
This area is extremely dark: https://i.gyazo.com/9e9a842abb0f100f6e881b52dc872525.jpg
This ramp is very weird: https://i.gyazo.com/a59527ffe77d5ff0c4ee9972a8451115.jpg
Use clipping on stairs like these: https://i.gyazo.com/35c75f5b5e79e3d31a3ba50dc4036400.jpg
Also there are no area portals which is baaaad for fps


Last edited by biskuu,

Collaide

new

Quoted from biskuu

Just because it is an alpha it doesn’t mean it should be unplayable.
Alpha version should be a fully working and ready to play maps, here I just spawned on top of a cp with a pit next to me and it looks more like a jump map tbh :P
Other than that, when you are aware of problems like sightlines and flatness you should fix them before releasing your map, it doesn’t really matter if it is an alpha version because if people are going to playtest it these are the problems which they are most likely going to point out so you don’t get anything from this.

If you want some general feedback:
This area is extremely dark: https://i.gyazo.com/9e9a842abb0f100f6e881b52dc872525.jpg
This ramp is very weird: https://i.gyazo.com/a59527ffe77d5ff0c4ee9972a8451115.jpg
Use clipping on stairs like these: https://i.gyazo.com/35c75f5b5e79e3d31a3ba50dc4036400.jpg
Also there are no area portals which is baaaad for fps

Yeah you are right. I wll fix these during the weekend.

JMaxchill

TH_

For the first few iterations of a map, I’d recommend putting it on tf2maps.net rather than here. I think they’d generally be more able to help with problems and more forgiving about glaring sightlines, etc. Personally, I’d put a map on ETF2L in late alpha or early beta.

.zero

-chess-

Quoted from JMaxchill

For the first few iterations of a map, I’d recommend putting it on tf2maps.net rather than here. I think they’d generally be more able to help with problems and more forgiving about glaring sightlines, etc. Personally, I’d put a map on ETF2L in late alpha or early beta.

It’s way easier to change stuff in early alpha stage than in beta stage. The sooner he get feedback, the better for him.

JMaxchill

TH_

Quoted from .zero

[…]

It’s way easier to change stuff in early alpha stage than in beta stage. The sooner he get feedback, the better for him.

True. I guess it mostly comes down to personal preference, but I’d rather fine-tune maps based on comp feedback, rather than design around that

Setlet

TCM

Metalworks, Glassworks, Waterworks

It will never work.

Collaide

new

Quoted from Setlet

Metalworks, Glassworks, Waterworks

It will never work.

Metalworks is a great map imo !!!

Maxi

SCOOPER

where is the water

Collaide

new

Quoted from Maxi

where is the water

If I ever make it into late beta or rc, i will add water outside the map. It has SOME water inside still, and maybe I’ll add more somewhere


Last edited by Collaide,

Collaide

new

a2 out!

Changes:
– Made it playable
– Added a last
– Fixed some dark areas
– Fixed ramp
– Some bug fixes

Screens:
http://imgur.com/a/1z6ty
Download:
https://www.dropbox.com/s/4o9h31a7btivt48/cp_waterworks_a2.bsp?dl=0

Collaide

new

Removing all awful parts and starting over for a3.

This is the new mid atm. http://imgur.com/a/fcirt

Feedback please?


Last edited by Collaide,

fr3fou


Last edited by fr3fou,

Thomas

this is just another version of cp_orangr

shoras

Quoted from Thomas

this is just another version of cp_orangr

Every map looks like this at it’s alpha stage…

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