• TF2 map im working on
    27 replies, posted
Basically just showing off some pictures. Its my 1st tf2 map. I would like peoples opinions on how it looks :D-/-K [U][B][I]UPDATED: August 19th, 2012[/I][/B][/U] [u][b] Elevator[/b][/u] [img]http://cloud-2.steampowered.com/ugc/540684054130644192/5DD1BFC7081FD4073BEC6DCE914F40F73CD4E9D1/[/img] [u][b]Engineer Gunship/ Mass Team transport[/b][/u] [img]http://cloud-2.steampowered.com/ugc/540684054130420324/8E69C7CC2C461390F727F8271E38DDEB7CF4A895/[/img] [u][b]Re-done Blue base[/b][/u] [img]http://cloud-2.steampowered.com/ugc/540684054130428755/B43A408B0A2E348B42956086A13C028DD2371BFD/[/img] [u][b]Re-done Red Base[/b][/u] [img]http://cloud-2.steampowered.com/ugc/540684054130426571/2A4DF6EE954173485F5CA67FE3A2DB2C0C6005FD/[/img] [img]http://cloud-2.steampowered.com/ugc/540684054130418451/C4B29D7538D0C3DCA19A78A372D48E2DE06376AD/[/img] [u][b]Re-Done Hotel[/b][/u] [img]http://cloud-2.steampowered.com/ugc/540684054130409284/8E4CEFEB1BAE177D54ECC0718EA3480820F7E00D/[/img] [img]http://cloud.steampowered.com/ugc/540684054130432224/45C857927179D1D92F1A6BEF739C243C7C9A4131/[/img] [u][b]Re-Done underground (Yes the car has its lights on)[/b][/u] [img]http://cloud.steampowered.com/ugc/540684054130422313/C541C223A849BF48661E53C6AE631D7E2BF2AA6D/[/img] [u][b]Re-done garage[/b][/u] [img]http://cloud.steampowered.com/ugc/540684054130415330/D6C2BC947C4DC467CD5DA840BF1D9794C3521BAB/[/img] [img]http://cloud-2.steampowered.com/ugc/540684054130416877/1CB6467C1EA3B21EEF779843FB27155E7F239394/[/img] [u][b]Re-Done Tunnels[/b][/u] [img]http://cloud-2.steampowered.com/ugc/540684054130430697/48D8170F88535C6CDC22C115949E719B346FD8FF/[/img] [img]http://cloud.steampowered.com/ugc/540684054130424264/7D502018BA4858FB1A011895D27E662F23990DB9/[/img] [u][b]Re-done Combine house[/b][/u] [img]http://cloud-2.steampowered.com/ugc/540684054130413611/6E37CC5BC9DECA07A39D27CFC5F8753FFBF0FA90/[/img] [img]http://cloud-2.steampowered.com/ugc/540684054130411729/510C8C08CCA96A7F0D1C4B2CCF19AC375960775D/[/img]
Ummmmmmmmmmmmmmmmm Okay? At least it's not fullbright. What is the theme?
Zombie City Takeover. 3 points. Red owns the town and blue has been left in the dumps. Blu wants to take it over so they rush at red. First point is the Hotel. Next point is the Garage. Last point is the Red Base Mansion. Also added zombies around map, cause everyone loves zombies.
[QUOTE=HellzHero;37221383]Zombie City Takeover. 3 points. Red owns the town and blue has been left in the dumps. Blu wants to take it over so they rush at red. First point is the Hotel. Next point is the Garage. Last point is the Red Base Mansion. Also added zombies around map, cause everyone loves zombies.[/QUOTE] I meant the theme. Like where the map is, what time of year, what scenario are they in, why are they fighting, etc. Those kind of questions.
Map location: City Year: Modern, maybe post apoco since theres zombies and dead trees? Scenario: Red owns the location leaving blu nothing, Blu knows its time to strike back. They are fighting over territory.
It looks like a level from Future Cop LAPD.
[QUOTE=HellzHero;37221760]Map location: City Year: Modern, maybe post apoco since theres zombies and dead trees? Scenario: Red owns the location leaving blu nothing, Blu knows its time to strike back. They are fighting over territory.[/QUOTE] What he is saying is none of the map really fits together, you need sources for your lights, you are using wall textures on the floor, and the default skybox
You've got misaligned textures everywhere, the lights are quite bland and you're using HL2 textures and props. Your world cuts off where the skybox begins and the map is largely flat, add a 3D skybox. Add sources for your lights and use different tinting and colours. Don't have giant unrealistic thin fences without any type of supports, and if you want the map to be considered serious, don't use HL2 zombies (this can be forgiven if the map is meant to be silly). However, the design behind it seems quite interesting, and you appear to have a good grasp of how TF2 entities work, such as the control points. Fix up these things that I've pointed out, and it should be much better.
It looks like the result of throwing all the TF2 maps in a blender with a little bit of HL2 sprinkled in.
the hell is with the zombies?
A good place to start. Add door frames.
[QUOTE=NicoleEmilid;37226512]A good place to start. Add door frames.[/QUOTE] And a ton of dynamite. And then start over. I know, it's not a nice thing to say, but im honest. It looks terrible. Detail is everything, and sticking with tf2 textures and models is paramount. TF2 maps with hl2 stuff always looks shit. Your lights need sources, and the light entities are casting glare on the walls which means that you have rammed them up close to the wall. Pull them about 32 units away from the wall. My tips for fixing it... First, delete every hl2 prop, and cover every hl2 textured face in orange dev texture. 2. add small brush details...beams, doorframes. Add tf2 props themed to the areas. Boxes of ammo, ladders, mining beams, whatever. 3. Fix your lights, colour them a soft yellow for flourescent lights, maybe add a bit of pulsing. 4. use skylist to get a nice sky, and the light environment settings. 5. Get rid of zombies...zombies are boring now.
And please, before you say we are just hating or just jealous of you (Sorry if you didn't intend to, this is just a tip in general for posting behaviour) These people are trying to help you make your map look better by letting you know what you could do if you wanted to. Now It'd be another story if they were just saying "it's awful" with nothing else added to it, at that case noone would blame you if you lashed out at them. Just felt like adding that because most new people who show their maps tend to throw a hissy fit whenever someone gives them bad criticism, even if it still lets the person know how he can improve his map they just tend to get angry.
Sorry. But no, First maps (for everysource game) are for testing, to learn it without tutorials, get the basics of them, the atmosphere, the game type you are doing, like IronPhoenix said, put in those steps. Don't publish it, make it the way you think it look's nice, get over some friends to tell them what they think about the map. Then, when your good, draw a map on paper, the spawns, points, maybe even a story behind to get the feeling of creating the map. Publish it. (Get hired by Robin, get tons of money, get famous.) and have it send to some servers.
[QUOTE=HellzHero;37221140][IMG]http://cloud-2.steampowered.com/ugc/541809412099603827/F9F68B537F086ED57FE8B115F52726D09C3D11C1/[/IMG][/QUOTE] Why is Billy in there?
It doesn't really.. follow the TF2 artstyle.
[QUOTE=Stepper321;37233571]Sorry. But no, First maps (for everysource game) are for testing, to learn it without tutorials, get the basics of them, the atmosphere, the game type you are doing, like IronPhoenix said, put in those steps. Don't publish it, make it the way you think it look's nice, get over some friends to tell them what they think about the map. Then, when your good, draw a map on paper, the spawns, points, maybe even a story behind to get the feeling of creating the map. Publish it. (Get hired by Robin, get tons of money, get famous.) and have it send to some servers.[/QUOTE] Freinds arn't a good source of criticism (unless you are like me and have a ton of games industry guys on your friends lists). Find someone to test for you on the net.
[QUOTE=FunnyStarRunner;37235914]Why is Billy in there?[/QUOTE] He chilling with a metrocop
hell.bsp
I think it looks kind of cool. I like the concept :v:
Updated some things, especially the light props. Posted new pics up top. Gonna fix up on some things mentioned above. (3-D skybox, beams for fences, light tinting, texture fixes, skybox look).
I'm sorry, but there's no theme, no coherence, and no real plan to this map. You also need to get to learn a bit more about lighting. Don't make a bunch of lights that are all plain white, but try and make the light fit the fixture it's placed next to. Also use light_spot more, if not always over the light entity. Practice more. There's nothing wrong with scrapping a map. The more you make, the more you'll gain experience. This map would be fine for experience sake, as you are learning about the basics of hammer by doing this, but you have a long way to go. You need to work of detail, as there's a lot of empty hallways in the map, and you also have very strange scaling of areas, with many being way too large without a real purpose other than having a lot of empty space. Textures are very... odd too. A lot really don't fit where placed, and many if not all are not aligned properly. I know you have just said you are going to fix the things like lighting and the textures, but in the end, this map has nothing to it. Get a direction in which you want to go, and then make it. The brushwork needs to be totally re-done, and rather than go through the hassle to go through the entire map and scale everything properly, and fix the textures, and fix the lighting, and make it so the map fits a common theme, you'll be doing so much work that it would be much much better to start off from scratch. In the end, it's up to you. To be honest, nobody will really enjoy or like this map if it continues this way until you think it's done. Don't take what I say as trolling or being inconsiderate. I'm just being honest about what you need to do. Just keep on trying, and sooner or later, you'll get to making really good maps that people will want to download and play. Good luck, and just have fun with it!
I wish I could map like that D:
Hellz- you haven't taken on board anything anyone has said. The new updated images still contain lights with no sources, badly aligned textiures, textures and props not in the tf2 style, textures used incorrectly, scale problems, no frames of any kind. You haven't tried to fix most of the issues with the map...you post here, that means you get criticism. Peopel that act on it are more likely to become better mappers.
Please don't use Half-Life 2 props in TF2. Like, never ever. Also remove the zombies and fix the fences.
dont release first maps ever unless theyre amazing
So...i took your first image and worked from it. I have no idea what scales you were trying to use, as they do not look propotionate to the player. [img]http://cloud.steampowered.com/ugc/594727249641724614/9C27BA9A3F22E7BD645A9AEC0A64CB582723551C/[/img] Do you not think that looks better?
You [B]REALLY[/B] need to focus on what you're doing and why something will be in your map. Things like, "Why are there giant grates everywhere in your map?" or "What is a HL2 Antlion doing in a TF2 map, a thing from a completely different universe?" As for artstyle goes, take a look at a TF2 style map I recently made: [img]http://puu.sh/X86C[/img] Notice there's [B]NO HL2[/B], and there's a reason a prop would be there. You also need to learn how to use texture variation so the floor and ceiling aren't the same.
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