• arena_Valley - A TF2 arena map I made in under a day.
    81 replies, posted
How about adding a poodle on the ground under the point and the bridges? Then there would be a reason for the bridges to be there. Maybe it can be formed from a waste water tube coming out of the BLU base.
[QUOTE=latin_geek;22589465]How about adding a poodle on the ground under the point and the bridges? Then there would be a reason for the bridges to be there. Maybe it can be formed from a waste water tube coming out of the BLU base.[/QUOTE] Wait a minute... And the drains can lead to the underground spytech area! Oh god, I Love inspiration. :dance: Edit: Because the map is hella small.
Oh, there's an idea. drains could be a second spawn, and have like a window with that epic command center in 2fort.
Make windows on top of the roof so people can get in.
[QUOTE=GameDev;22589540] Because the map is hella small.[/QUOTE] Yes, you should make it bigger, mainly the open area outside the CP. Add some props so it doesn't get too sniper-friendly but don't make it impossible to snipe either. Too many props are bad for both aesthetics and gameplay.
I actually really like the look of that map. Good job on pulling it off in less than a day :buddy:
[QUOTE=Me0wmix;22590876]Make windows on top of the roof so people can get in.[/QUOTE] The roof is pretty small, I dunno. Started working on the underground: [img]http://farm5.static.flickr.com/4060/4697472153_a1ae21782c_b.jpg[/img]
I like it alot.
Looks pretty good, keep going.
Meh lighting, but I like the layout.
Dang, I wish I could map that good that fast!
Did someone say spytech? [img]http://farm5.static.flickr.com/4048/4697921337_927b79265c_b.jpg[/img] [img]http://farm2.static.flickr.com/1296/4697920405_03d33e5d33_b.jpg[/img] [img]http://farm5.static.flickr.com/4031/4697919427_74f80fa85b_b.jpg[/img] :smug::respek::v:
The cap point looks awful to play with.
I attempted to make an edit of Dustbowl involving removing most of the Fence boundaries moving them and the caps. I don't think it ended well. [editline]10:35PM[/editline] Basically I lack the basic concept of making a Team Fortress map but have good ideas
[QUOTE=pedroion;22594325]Looks shite. Otherwise rate me bad reading.[/QUOTE] Thats in the hammer view.
Amazing for something done in a day.
I expected an orange map so I am thrilled with what I see :3:
With this amount of contribution from FP it won't be long until this map is truly epic.
Remember to make the water deep and easy accessable, so players can extinguish themselves. I see a lot of custom maps fail at this.
[QUOTE=GameDev;22587146]Could you explain which parts are bland?[/QUOTE] It just seems so flat and white, and I'm guessing you don't have HDR. EDIT: You could also do with a different sky, that one has no detail in it. Dustbowl and 2fort can get away with that sky because they have the sun and clouds and whatnot as separate objects in the 3D skybox - you don't. The Lumberyard one is probably your best bet.
KarmaPolice is right. Also, change the blue spawn building area to a different brick texture, because think about in the heat of battle people aren't going to be looking up to the big signs at the base to see if they're heading to enemy territory or back to their spawn, so if both bases are similar, people are going to get confused. Bases should be easily distinguishable from afar.
Make the angle of the lighting more shallow so the shadows are longer. The lighting at the moment is really flat and boring. [editline]12:58PM[/editline] i.e, place the sun further down in the sky. This map might be better as a sort of evening-dusk - themed map now that I think on it.
[QUOTE=GameDev;22594300]Did someone say spytech? :smug::respek::v:[/QUOTE] A couple of things I noticed: [IMG]http://i50.tinypic.com/35n0i9f.png[/IMG] The wall is both overlapping and not touching the prop. [IMG]http://i47.tinypic.com/24xe7x5.png[/IMG] The stairs texture is repeating itself, the window prop is going through the wall and th the spytech props aren't touching the floor (I think the chair is also defying gravity). But otherwise, the layout seems pretty cool, and the outdoor parts are alright.
Well i have a hard time mapping. I either make it too blocky or it's just small blocks everywhere.
[QUOTE=GameDev;22594300] [img]http://farm5.static.flickr.com/4031/4697919427_74f80fa85b_b.jpg[/img] [/QUOTE] There's like lots of support under those missiles!
[QUOTE=KarmaPolice;22600466]It just seems so flat and white, and I'm guessing you don't have HDR. EDIT: You could also do with a different sky, that one has no detail in it. Dustbowl and 2fort can get away with that sky because they have the sun and clouds and whatnot as separate objects in the 3D skybox - you don't. The Lumberyard one is probably your best bet.[/QUOTE] Hehe... Im already using the lumberyard sky.. For HDR that can be done. [editline]09:36AM[/editline] I finished the underground area, except theres a really bland hallway i gotta fix up.
Wait, so are the spytech areas a connected underground battlegorund, or just scenery?
Can you post an ingame screenshot? It looks so blocky and sharp D:
And it turns out the consoles in that little room were floating. Added "Supports" For the missiles too. And guess where the silo comes out... [img]http://farm2.static.flickr.com/1276/4699592241_6d11dfb408_b.jpg[/img] [img]http://farm5.static.flickr.com/4052/4699593491_351889b3bd_b.jpg[/img] [editline]10:51AM[/editline] [QUOTE=latin_geek;22603413]Wait, so are the spytech areas a connected underground battlegorund, or just scenery?[/QUOTE] Its a battleground that led from the sewer.
it looks awesome =) maybe make it a 5 cp map or better a 3cp gravelpit like map but then ofcourse more RJ possibilities and great stairstabs stab spots !
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