P4NIK. Posted March 3, 2016 Report Posted March 3, 2016 (edited) Hello everyone,this is my first map called de_trusk which is currently in alpha state. As I just recently started mapping I did alot of mistakes yet and I hope you dont judge by it's graphics yet (but feedback is welcome in any way). I just wanna improve and get feedback from more experienced people. Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=630728295 Here is a overview of the map: Some screenshots to see ingame graphics:Terror Spawn:Bombsite B:Mid from T perspective:Mid from CT perspective:Bombsite A:CT Spawn:CT Spawn to B: Edited March 3, 2016 by P4NIK. Quote
P4NIK. Posted March 3, 2016 Author Report Posted March 3, 2016 Seems to be fairly blocky still...I know, I will change this as I progress, but my main goal is to make it playable first I'm still a newb at Hammer Editor Quote
Klassic Posted March 3, 2016 Report Posted March 3, 2016 Well i think you should try to make an aim map or jailbreak map first since they seem to be easier. Quote
P4NIK. Posted March 6, 2016 Author Report Posted March 6, 2016 Well i think you should try to make an aim map or jailbreak map first since they seem to be easier.Well, yes I could do that but what I really enjoy about mapping is making a competitive map I cant imagine having that much fun with a jail or aim map as I dont enjoy playing both of them anyway. My first map is for learning. All I want now is constructive critisism and I was hoping to get it here. Quote
Klassic Posted March 6, 2016 Report Posted March 6, 2016 Well, yes I could do that but what I really enjoy about mapping is making a competitive map I cant imagine having that much fun with a jail or aim map as I dont enjoy playing both of them anyway. My first map is for learning. All I want now is constructive critisism and I was hoping to get it here. Well I think you did a great job on your first map. The layout seems a bit straight forward. Try experimenting with the layout more, look at cobblestone or overpass! Not trying to push you but still... Quote
Logic Posted March 7, 2016 Report Posted March 7, 2016 (edited) Do continue on this map. Aim maps aren't a good way of learning what plays well in a competitive environment.I think most people would look at your map and think that the angles and geometry looks rather dull. Long lines of sites are fine if the detail is still there, but the route from T to B is just a straight line without any interesting features. I'm not saying every line of sight should be as curvy as Short on D2, but the space needs to look and feel right. Also, avoid stairs(/ramps) that steep (referencing the one in T-spawn).I think you will get the hang of things if you work on the map. Keep it up Edited March 7, 2016 by Logic Quote
P4NIK. Posted March 12, 2016 Author Report Posted March 12, 2016 Do continue on this map. Aim maps aren't a good way of learning what plays well in a competitive environment.I think most people would look at your map and think that the angles and geometry looks rather dull. Long lines of sites are fine if the detail is still there, but the route from T to B is just a straight line without any interesting features. I'm not saying every line of sight should be as curvy as Short on D2, but the space needs to look and feel right. Also, avoid stairs(/ramps) that steep (referencing the one in T-spawn).I think you will get the hang of things if you work on the map. Keep it up Thanks, I completely redid B long (the path you mentioned) as I wasnt pleased with it anyway But I'm not sure, I dont see how I could avoid the stair/ramp thing, at least in this map. The height is a part of the map, I didnt wanted it to be too flat But I replaced most ramps with stairs now so it's at least visually appealing. Logic 1 Quote
Smileytopin Posted March 12, 2016 Report Posted March 12, 2016 With stairs, try making your stairs have a slope of less 1/2 or lower. For example, if you have a staircase or ramp that goes up 128 units, make it at least 256 units long to prevent awkward steep slopes. http://tf2maps.net/threads/article-stairs-and-your-map.8827/ is about tf2, but it covers the basics with stairs - how to use them, make them, and their shape/dimensions. Quote
P4NIK. Posted March 12, 2016 Author Report Posted March 12, 2016 With stairs, try making your stairs have a slope of less 1/2 or lower. For example, if you have a staircase or ramp that goes up 128 units, make it at least 256 units long to prevent awkward steep slopes. http://tf2maps.net/threads/article-stairs-and-your-map.8827/ is about tf2, but it covers the basics with stairs - how to use them, make them, and their shape/dimensions.I looked it up and took each stair to a height of 8 and a length of 12, someone stated it's the "official Valve scale" for stairs. But thanks for your link, it's quite helpful Quote
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