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New map
posted in Off Topic
1
#1
0 Frags +

Hi guys i'm getting into the map making for this game and made my first map it's in a beta stage and i wanted to gather some other opinions let me know what you think!

https://www.dropbox.com/s/28aa08w10pqakql/koth_sanctuary.zip?dl=0

Pictures: http://imgur.com/a/sTJzq

Hi guys i'm getting into the map making for this game and made my first map it's in a beta stage and i wanted to gather some other opinions let me know what you think!



https://www.dropbox.com/s/28aa08w10pqakql/koth_sanctuary.zip?dl=0


Pictures: http://imgur.com/a/sTJzq
2
#2
23 Frags +

Pics or riot.

Pics or riot.
3
#3
2 Frags +

It doesn't look that bad, but based on the positioning of the point anyone trying to cap is going to have a massive height disadvantage.

It doesn't look that bad, but based on the positioning of the point anyone trying to cap is going to have a massive height disadvantage.
4
#4
5 Frags +

Spawns are too close to the middle point, and there is only one spawn door per team. The team who loses mid will me spammed down when they respawn.

(Also, http://teamfortress.tv/forum/2/map-discussion )

Spawns are too close to the middle point, and there is only one spawn door per team. The team who loses mid will me spammed down when they respawn.

(Also, http://teamfortress.tv/forum/2/map-discussion )
5
#5
Momentum Mod
8 Frags +

looks like halo

looks like halo
6
#6
3 Frags +

HEY

PLEASE

go to MAP>MAP PROPERTIES>
Then put in a tf2 skybox name from THIS LIST: https://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List
where it says Skybox Texture Name.

Then put in a light_environment entity anywhere in the map, and copy the values for the skybox you chose above^^^^.

This will add environment lighting to your level and make the textures look much better and add visual depth to the level.

HEY

PLEASE

go to MAP>MAP PROPERTIES>
Then put in a tf2 skybox name from THIS LIST: https://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List
where it says Skybox Texture Name.

Then put in a light_environment entity anywhere in the map, and copy the values for the skybox you chose above^^^^.

This will add environment lighting to your level and make the textures look much better and add visual depth to the level.
7
#7
0 Frags +
Hellbentlooks like halo

I think it's loosely based on this one:

http://halo.wikia.com/wiki/Forge_World/Asylum

[quote=Hellbent]looks like halo[/quote]

I think it's loosely based on this one:

http://halo.wikia.com/wiki/Forge_World/Asylum
8
#8
8 Frags +

http://i.imgur.com/fKKbVyD.jpg

its a cool start but it needs some work with height advantage and overall size (small map = heavy at mid. height advantage on point = longer holds. height advantage on point + heavy at mid = infinite holds.)

[img]http://i.imgur.com/fKKbVyD.jpg[/img]

its a cool start but it needs some work with height advantage and overall size (small map = heavy at mid. height advantage on point = longer holds. height advantage on point + heavy at mid = infinite holds.)
9
#9
10 Frags +

Did you really draw all of this or is it how your tf2 looks like? Either way I'm impressed.

Did you really draw all of this or is it how your tf2 looks like? Either way I'm impressed.
10
#10
6 Frags +
CHERRYDid you really draw all of this or is it how your tf2 looks like? Either way I'm impressed.

exec mspaintframes

[quote=CHERRY]Did you really draw all of this or is it how your tf2 looks like? Either way I'm impressed.[/quote]

exec mspaintframes
11
#11
3 Frags +

I want to respectfully recall one interview I read about TF2 or FPS map making.. the map maker interviewed said your first map you make will always be shit. I'm not saying that's necessarily true in this case but it seems like a reasonable maxim. This one doesn't thrill me just from the screenshots, but I say definitely keep at it, and once you finish this one, move on and make a ton more! Best of luck.

I want to respectfully recall one interview I read about TF2 or FPS map making.. the map maker interviewed said your first map you make will always be shit. I'm not saying that's necessarily true in this case but it seems like a reasonable maxim. This one doesn't thrill me just from the screenshots, but I say definitely keep at it, and once you finish this one, move on and make a ton more! Best of luck.
12
#12
9 Frags +

stop ripping off halo 2 maps
http://halo.wikia.com/wiki/Sanctuary

http://halo4nation.com/wp-content/uploads/2014/08/Sanctuary.jpg

stop ripping off halo 2 maps
http://halo.wikia.com/wiki/Sanctuary

[img]http://halo4nation.com/wp-content/uploads/2014/08/Sanctuary.jpg[/img]
13
#13
9 Frags +
futurestop ripping off halo 2 maps
http://halo.wikia.com/wiki/Sanctuary

http://halo4nation.com/wp-content/uploads/2014/08/Sanctuary.jpg

but halo maps are great

[quote=future]stop ripping off halo 2 maps
http://halo.wikia.com/wiki/Sanctuary

[img]http://halo4nation.com/wp-content/uploads/2014/08/Sanctuary.jpg[/img][/quote]
but halo maps are great
14
#14
4 Frags +
CHERRYDid you really draw all of this or is it how your tf2 looks like? Either way I'm impressed.

Looks like a screenshot directly from hammer map editor to me.

Edit, nevermind, there are crosshairs.... full bright maps look yucky.

[quote=CHERRY]Did you really draw all of this or is it how your tf2 looks like? Either way I'm impressed.[/quote]

Looks like a screenshot directly from hammer map editor to me.

Edit, nevermind, there are crosshairs.... full bright maps look yucky.
15
#15
3 Frags +

Major edit suggestions for the future.
-------------------------------------------------------------------------------------------------
The most important suggestion I can make for koth_sanctuary is to make three distinct rollout paths in which the spawn can be isolated, and keep similar rollout times for each path. This will remove many of the current issues that I am about to address.

The second most important suggestion I can make for koth_sanctuary is to isolate mid differently. The entrances and rollouts currently in place leave no room for Scouts to be effective at mids, and very overpowering Sniper sightlines.

The third most important suggestion I can make for koth_sanctuary is to have open paths into the mid from the three rollout paths.
...
...
Minor edit suggestions for the future.
-------------------------------------------------------------------------------------------------
-Remove the pillars outside of the spawn.
-Increase the size of the spawn room so that it's easier to heal targets at the start.
-Remove the V-bridge (will talk about this later regarding Sniper sightlines). This shouldn't be a problem to remove w/ different rollout paths, although.
...
...
Other thoughts.
-------------------------------------------------------------------------------------------------
koth_pro_viaduct comes to mind as an example of a map which isolates the spawn from mid with different rollout paths, optimal/similar rollout times from each path, and associates a high-risk factor with spawn camping.

Add a height advantage which can be played at mid to keep the uniqueness of the map, but make sure it can be countered and both teams have an advantage to play. Try not to box-in mid.

Lower the skybox.
...
...
The map as is.
-------------------------------------------------------------------------------------------------
I downloaded the map and looked over Sniper sightlines primarily, and noticed a ton of overpowering Sniper sightlines which need to be changed/removed, as well as some other details. Again, the first major suggestion I made will eliminate most of these issues. My thoughts and observations are on the Imgur links provided.

Sniper sightlines.
From point to spawn: http://imgur.com/7PzUE89 <- Probably the most important screenshot I took.
From spawn on rollout: http://imgur.com/crvgzZk
From V-bridge: http://imgur.com/5dXB17B and http://imgur.com/GlQ5any
-As the map is, add a bridge to prevent the first screenshot from being used: http://imgur.com/uzlnJFR

Mid.
Entrances: http://imgur.com/uzlnJFR
Wall pillars: http://imgur.com/tzUei47
Cheeky surf: http://imgur.com/uKZLAtR <- Not viable, but not a good feature none the less.

Accessible spots that need to be removed.
Spawn: http://imgur.com/aFmHncg
V-bridge: http://imgur.com/GeOdcis
...
...
I hope this helps the development of your map, but there are a lot of major changes which need to be made before this is presentable/has a chance of seeing use.

[b]Major edit suggestions for the future.[/b]
-------------------------------------------------------------------------------------------------
The most important suggestion I can make for koth_sanctuary is to make three distinct rollout paths in which the spawn can be isolated, and keep similar rollout times for each path. This will remove many of the current issues that I am about to address.

The second most important suggestion I can make for koth_sanctuary is to isolate mid differently. The entrances and rollouts currently in place leave no room for Scouts to be effective at mids, and very overpowering Sniper sightlines.

The third most important suggestion I can make for koth_sanctuary is to have open paths into the mid from the three rollout paths.
...
...
[b]Minor edit suggestions for the future.[/b]
-------------------------------------------------------------------------------------------------
-Remove the pillars outside of the spawn.
-Increase the size of the spawn room so that it's easier to heal targets at the start.
-Remove the V-bridge (will talk about this later regarding Sniper sightlines). This shouldn't be a problem to remove w/ different rollout paths, although.
...
...
[b]Other thoughts.[/b]
-------------------------------------------------------------------------------------------------
koth_pro_viaduct comes to mind as an example of a map which isolates the spawn from mid with different rollout paths, optimal/similar rollout times from each path, and associates a high-risk factor with spawn camping.

Add a height advantage which can be played at mid to keep the uniqueness of the map, but make sure it can be countered and both teams have an advantage to play. Try not to box-in mid.

Lower the skybox.
...
...
[b]The map as is.[/b]
-------------------------------------------------------------------------------------------------
I downloaded the map and looked over Sniper sightlines primarily, and noticed a ton of overpowering Sniper sightlines which need to be changed/removed, as well as some other details. Again, the first major suggestion I made will eliminate most of these issues. My thoughts and observations are on the Imgur links provided.

[u]Sniper sightlines.[/u]
From point to spawn: http://imgur.com/7PzUE89 <- Probably the most important screenshot I took.
From spawn on rollout: http://imgur.com/crvgzZk
From V-bridge: http://imgur.com/5dXB17B and http://imgur.com/GlQ5any
-As the map is, add a bridge to prevent the first screenshot from being used: http://imgur.com/uzlnJFR

[u]Mid.[/u]
Entrances: http://imgur.com/uzlnJFR
Wall pillars: http://imgur.com/tzUei47
Cheeky surf: http://imgur.com/uKZLAtR <- Not viable, but not a good feature none the less.

[u]Accessible spots that need to be removed.[/u]
Spawn: http://imgur.com/aFmHncg
V-bridge: http://imgur.com/GeOdcis
...
...
I hope this helps the development of your map, but there are a lot of major changes which need to be made before this is presentable/has a chance of seeing use.
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