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[TF2] - ctf_TheDamned WIP

  • Castle
  • April 17, 2014 at 5:37 AM
  • Castle
    • April 17, 2014 at 5:37 AM
    • #1

    Hey everyone at the core! I'm an oldschool mapper from way back before brushes.


    I have been cooking up a TF2 ctf map for fun lately and I have it in a pretty good state now. All feedback is welcome of course! It feels a bit strange to come here and not have a CS:GO level like everyone else. Please forgive me! lol


    Here are screenshots of the level from my portfolio.

    You can download the level if you wish to play it.


    I have also done something very different with the design of this level. I recorded the entire building process from the very start all the way to where it is now. I have time lapse videos with commentary and everything. I just released the final video for this level tonight on my YouTube channel.


    So what do you think?

  • mr.P
    • April 17, 2014 at 9:22 AM
    • #2

    nice q3 levels, good 'ol times!


    havent played tf2, but the map looks alright! all mapping is welcome here

  • RaVaGe
    • April 17, 2014 at 6:16 PM
    • #3

    Your map need flanks dude, even without playtesting it I know that the middle will be hell.


    Maybe make a path under your map wich lead to this room


    [Blocked Image: http://media.cmcdn.net/23908262/940x528.jpeg]


    or to the flagroom ...


    But anyway, your texturing seems a bit silly in some areas, and i'm not sure to wich theme you are trying to break out. Also you could use some 45° angles to break the overall flatness of the map.


    GL.

  • Castle
    • April 18, 2014 at 3:58 AM
    • #4
    Quote

    Your map need flanks dude, even without playtesting it I know that the middle will be hell.

    TF2 mapping this seems to be the norm. Center is always setup to be the only major conflict zone and any methods to get around it are typically frowned upon. Most modern games, especially realistic shooters like COD have flanks all over the place but if you look at TF2 maps other than 2 Fort they all tend to have super insane mid fields with no other option but to go through it.


    Can you give more details on the textures you mentioned?


    Quote from mr.P

    nice q3 levels, good 'ol times!


    havent played tf2, but the map looks alright! all mapping is welcome here


    Cool because in the coming days I plan to map on all kinds of different game engines! XD

  • RaVaGe
    • April 18, 2014 at 4:26 PM
    • #5

    Well, it could be the norm for a payload, and maybe in an A/D CP, but not for a CTF, look at ctf_doublecross, you can easily flank because the map is long and there's two distinct paths to go to the flagroom, all of your paths seems pretty packed in the mid, so you can't really call them flanks.


    http://www.nodraw.net/2010/01/interview-iikka/


    Not so much interesting but still worth a read.


    Also about your texturing/brushwork, idk, it's just not good looking enough to my taste.


    [Blocked Image: http://media.cmcdn.net/23908258/940x528.jpeg]


    It's just too simple imo, work on your roofs and make some nice trims.


    [Blocked Image: http://media.cmcdn.net/23908257/940x528.jpeg]


    The mid looks also pretty bland and not really interesting, what's the point a satellite here too ? You should work around that dam idea, take a look on TC_hydro, there's some fine detailling and brushwork on it.

  • Castle
    • April 23, 2014 at 3:48 AM
    • #6

    I have gotten a lot of feedback on the level this week. One of the main things that came up is that the center bridge I added makes it too fast to access the flag room from one side to the other. Most of the rest of the feedback seems to be cosmetic with a few bugs I need to address.


    Hmm, what should i do about the bridge making it too fast a path to the flag room?

  • kinggambit
    • April 23, 2014 at 10:04 AM
    • #7

    I'm justa newbie so take my words with a grain of salt. I agree with most of the critiques though.


    Layout (particularly at mid) too simple/choked: It seems like 3 routes connected from red to blu bases all in flat straight lines and the routes are a bit exposed to each other.


    Maybe it's the bases' facades that are the issue for the mid layout. Typically, I tried to cater to each class (i.e. a secluded/elevated safe sniper nest, positions/routes for scouts/soldiers/demos to boost up to, viable cover for pyros/spies, good positions for sentries behind the chokepoints).


    This is just an idea but maybe you can somehow implement some water in your dam as a playable part of the map. Not only would it help break up the plain mid layout and also give the map more aesthetic identity as a dam. Non-pyros would surely appreciate areas to extinguish fires

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