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Released - cp_crazedacre

  • Bunion
  • October 15, 2007 at 5:02 PM
  • Bunion
    • October 15, 2007 at 5:02 PM
    • #1

    This is a control point map i have been working on for a number of days.. Its my first ever map release so see what you think. There were a lot of bugs but hopefully they have all been sorted now. Let me know what everyone thinks, thanks.

    Also if anyone has a server running TF2, it would be cool if you could put this map on rotation if you like it.

    Here are some pictures:

    [Blocked Image: http://aycu06.webshots.com/image/30405/20…42797241_rs.jpg]

    [Blocked Image: http://aycu10.webshots.com/image/29049/20…48512798_rs.jpg]

    [Blocked Image: http://aycu10.webshots.com/image/31449/20…76808061_rs.jpg]

    Since these pictures have been taken i have modified the layout to better suit all the clases.

    Download

    http://www.fpsbanana.com/maps/36006

  • e-freak
    • October 15, 2007 at 5:16 PM
    • #2

    looks solid. some more texture variation would not hurt though. at the moment it is too grey - break this with some darker and more colourfull textures and maybe you can vary some of the walls as well (for example not having all the windows look the same and fans all over the place)

  • Bunion
    • October 15, 2007 at 5:26 PM
    • #3
    Quote from e-freak

    looks solid. some more texture variation would not hurt though. at the moment it is too grey - break this with some darker and more colourfull textures and maybe you can vary some of the walls as well (for example not having all the windows look the same and fans all over the place)

    I changed a lot of stuff since those pics were taken..fixed most of the things you suggested..thanks for the feedback

  • Rick_D
    • October 15, 2007 at 6:49 PM
    • #4

    the idea of tf2's teams is that blu are more industrial whilst red are more agricultural (if that makes sense).

    it looks like you have just used the blu themed textures over the whole map.

  • Bunion
    • October 15, 2007 at 7:25 PM
    • #5

    Yeah i was thinking of doing that but i guess most people can figure where to go, thanks for the feedback.

  • GregBoffins
    • October 15, 2007 at 8:01 PM
    • #6

    Hey man did you have any initial issues with getting the TF2 content working properly in Hammer? I can see the preview image OK in the texture browser, but when I apply to a brush face, I get purple and black checkers.

  • Bunion
    • October 15, 2007 at 8:12 PM
    • #7
    Quote from Zombie

    Hey man did you have any initial issues with getting the TF2 content working properly in Hammer? I can see the preview image OK in the texture browser, but when I apply to a brush face, I get purple and black checkers.

    Nah not really... i mounted the fgd (what ever its called) and it worked ok in hammer... you need to extract all the materials into the hl2dm multi player folder and actually map them in the hl2dm editor and then put it in the tf2 directory after ... a tutorial is on hl2world.com

  • GregBoffins
    • October 15, 2007 at 8:30 PM
    • #8

    I kind of them got them working but I can only see a few textures. Some textures I can see underneath the purple checker which is odd, it's as if it is missing a stage or something.

  • Bunion
    • October 15, 2007 at 9:18 PM
    • #9
    Quote from Zombie

    I kind of them got them working but I can only see a few textures. Some textures I can see underneath the purple checker which is odd, it's as if it is missing a stage or something.

    did you go to hl2world then to the mapping section? there's a tutorial.

  • static07
    • October 15, 2007 at 10:47 PM
    • #10
    Quote from Zombie

    I kind of them got them working but I can only see a few textures. Some textures I can see underneath the purple checker which is odd, it's as if it is missing a stage or something.

    Got that too, I've done all the steps that should fix them but nothing worked.

    Anyway, I'll wait till the SDK is released, gives me time to pounder on my idea "ctf map that puts 2 secret supervillain bases to eachother" now, don't you go and steal the best idea since post-it's

    Anyway, ON TOPIC:

    Looks like you could do some more work on it, give it more shape, more variety... Looks very blocky and cubic. Textures been said. Make it feel more like a real place "in comics ..."

    Keep up the good work

  • Bunion
    • October 16, 2007 at 12:34 AM
    • #11

    OK thanks, if anyone else has chance to play it ..let me know what you think.

  • GregBoffins
    • October 16, 2007 at 4:15 PM
    • #12
    Quote from Bunion

    did you go to hl2world then to the mapping section? there's a tutorial.

    How do you think I got them working in the first place?

    I went to the tutorial place before my original post.

  • Bunion
    • October 16, 2007 at 6:30 PM
    • #13

    ah right

  • Buddy
    • October 16, 2007 at 8:01 PM
    • #14

    Looks poor imho

  • curman
    • October 16, 2007 at 8:09 PM
    • #15
    Quote from buddy the designer

    Looks poor imho

    Protip: Explain why this "Looks poor...".

  • Buddy
    • October 16, 2007 at 10:43 PM
    • #16

    Empty/Bland and uninteresting architecture, boring texturing, strange prop placement, no 3dskybox, looks really rushed...

    +what others said.

  • Bluestrike
    • October 16, 2007 at 11:26 PM
    • #17

    Looks like you used only 1 wall, ground and roof texture, and slapped in some props.

    So the visuals come over rather poor.

    Looks like you took part in a race to release the first TF2 map?

  • Bunion
    • October 17, 2007 at 2:04 AM
    • #18

    Nah i changed a bunch of stuff since then.. this was an end WIP bunch of pics...ill have to upload some new ones, check the map out if you can in the meantime.

  • ultranew_b
    • October 17, 2007 at 3:17 AM
    • #19

    ...sorry for the OT!

    ...but has anyone heard when they are gonna release the official sdk for TF2?

    I can't wait to make a level for it !!! I'm aware of the workaround but would really prefer to not use that method.

  • Bunion
    • October 17, 2007 at 4:01 AM
    • #20

    Might be around christmas time.

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