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Gonzales
12-24-2007, 04:22 PM
Edit: Rockmine has been upgraded to Beta2! Here it is! (http://www.fpsbanana.com/maps/41910)

First, let me introduce myself. I go by Gonzales, Gonz, Gonzo or "Hey you." Whichever you prefer. I've been an avid Valve gamer since the Half-life days, and I've just recently gotten into mapping. I started reading tutorials and playing around in Hammer about 3 weeks ago, and here is my first attempt at a serious map. Yeah, I'm new, and my map is of doubtful quality. That's why I'm posting it here, so I can get some tips from more experienced mappers. =)

The map can be found here! (http://www.fpsbanana.com/maps/41910)

cp_Rockmine is a symmetrical Granary/Well style push map, consisting of a Red base, a Blue base, and a mine. The mine itself contains a red point, a blue point, and a neutral central point in "Mine Control."

Anyways, screens:

View from the Red courtyard. (http://i162.photobucket.com/albums/t280/Gonzales102/TF2_cp_rockmine_screenshot007.jpg) (Located between Red's first two points)

Inside the mine, looking at Blu's second point. (http://i162.photobucket.com/albums/t280/Gonzales102/TF2_cp_rockmine_screenshot002.jpg) Blu's HQ is on the left, Mine control is dead ahead.

Mine Control. (http://i162.photobucket.com/albums/t280/Gonzales102/TF2_cp_rockmine_screenshot004.jpg) I'm hoping that this will provide a fairly epic shootout when the round starts, Granary-style.

Blu's base. (http://i162.photobucket.com/albums/t280/Gonzales102/TF2_cp_rockmine_screenshot001.jpg) Blue's final point lies just on the other side of the blue wall with windows.

More mine. (http://i162.photobucket.com/albums/t280/Gonzales102/TF2_cp_rockmine_screenshot003.jpg) This tunnel is located near Blu's second control point.

Red's final control point. (http://i162.photobucket.com/albums/t280/Gonzales102/TF2_cp_rockmine_screenshot005.jpg) The mine is off to the right.

Take a look around, and tell me what you think. I fully intend to support and update this map, and I'm open to all suggestion about design, layout, textures, gameplay or whatever.

Thanks in advance for your time and suggestions. =)

- Gonz

Gonzales
12-26-2007, 12:17 PM
File has been updated! (http://www.fpsbanana.com/maps/41910)

Several minor texture/lighting issues have been fixed, and some details have been added.

I'm in need of people to playtest, or at least download and look around. I'd greatly appreciate it if anybody took the time to download and give me some suggestions as to how I can improve it. =)

Also, here's another screen:

Layout screen! (http://i162.photobucket.com/albums/t280/Gonzales102/TF2_cp_rockmine_screenshot008.jpg) Blu's base in the upper left, Red's in the lower right, mine area in the middle.

DJive
12-26-2007, 01:43 PM
File has been updated! (http://www.fpsbanana.com/maps/41910)
I'm in need of people to playtest, or at least download and look around. I'd greatly appreciate it if anybody took the time to download and give me some suggestions as to how I can improve it. =)

I'm at work now, tonight when i get home i'll download it and be back with some critique =)

Gonzales
12-26-2007, 07:35 PM
Awesome! Looking forward to having some feedback. :)

DJive
12-26-2007, 09:45 PM
Mind the list, its how i Critique:


the thing i noticed the most is that scaling seems way off. At spawns your chalkboard is setting on the floor, tunnels seem like they have just enough head room but not enough to jump out of the way from a rocket or demo man.

Blue spawns door you can get kinda hung on for a second as a scout, red door is fine.

Windows outside red spawn area do not touch the wall.
Large barn door in red spawn area does not touch ground

On join you should place a starting camera. The spec view starts under your map.

middle room from blue/red side has the logo placed on the room half cut off.

Middle room side rooms (with the pc control) seem oddly square.

There are many side paths that only take you 10-15ft and pop you out the same spot as the main path, Id make a reason for players to go this way or get rid of the side paths. Spots i mean are right outside the main spawns on the right, and heading into the middle CP on the left.

Cave wall/ledge thickness seems out of place, some to thin to me.

Middle CP: red barrel texture does not line up.

--

Was fun man, i ran around it as a scout. It would be a nice map, but i wouldn't say for any less then a 6v6. Other then touch ups o the area's mentioned above the only think i would change that would effect game play would be scale in the caves and making the side tunnel/passageways more desirable. You have a lot of attention to detail and your sticking to the color theme well, both well done.

Gonzales
12-26-2007, 10:08 PM
Sweet! Thanks for all the advice.

Cave ceilings: Yeah, I thought they looked a bit low. I'll raise 'em a bit.

Spawn doors: Odd.. I'm certain that they were the same for both teams...

Starting camera: I'm not sure exactly how to do that. Is it an entity?

Side passages: Alrighty. I've got ideas on how to make them more worthwhile...

Thanks again for your time and effort. :) I'll get cracking on that stuff right away.

DJive
12-26-2007, 10:37 PM
Np bud.

Starting camera is : Info_Observer_Point:

Spawn doors: Maybe bad luck for me, just seems like when i was runnign in and out of them blue seemed to "jump" a bit more

Gonzales
12-26-2007, 11:01 PM
Starting camera is : Info_Observer_Point:


Oh, I see. Sweet. Thanks.

As for the spawn doors: I expanded all the triggers a bit, Red and Blu. No more Scouts running into the doors. :)

Wiebbe
12-27-2007, 02:53 AM
Yo,

Seeing as this was your first time, i took the time too run around and make some screenshots at places i thought could use some more work : )

The idea is that maps in the source enginer should have alot of detail and not a whole lot repeatism (if that is a word : P). Anyway, the screenshots were garbled order wise, but here they are:


http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10010 (Large).jpg

When trying to jump on the stone as a scout, i got stuck at the wooden beam. You should add player_clip brushes at all the corner making the sides like a piramid. This way you can keep on running and not get stuck and die because of a wooden beam. (this is in your entire map btw)

http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10012 (Large).jpg

Simple enough, always make props that are see through at the end stick to the wall. If you dont atleast make sure its "believeable" that they are floating : P

http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10014 (Large).jpg

This small room looks very not believeable, the room is too small, no glass (which can be a choice for snipers ofcourse), and the window is waaaay to small. Also who would be sitting in there withouth any lights? : P

You should also try to change the colour, because this way it blends in with the background wall.

http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10015 (Large).jpg

Not really neccesary in all maps, but valve tends to make it 1 big stop sign. Just a matter of preference.

Wiebbe
12-27-2007, 02:54 AM
http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10016 (Large).jpg

This tends to look out of place as well, suddenly a big red block in the middle of the room? : P Try to play with the textures a bit. Try to make sure you never use the same texture for floor and wall in the exact same spot.

http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10017 (Large).jpg

Prop sticking in the ceiling, move it down a bit.

http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10018 (Large).jpg

prop sticking in the wall, also try to spice the texture up a bit here or add some decals or so, very repetative at the moment.

http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10019 (Large).jpg

First, (1) the stairs just seem to come out of the floor because of texture usage. Try to make the stair more fit it in the entire room and feeling. For example you can use single stair parts with a beam under it, making the stairs open. Or try to spice up the textures here.

2) is a matter of perference, i tend to use "railings" to hold the fence, but it seems valve does it the same way you do.

Wiebbe
12-27-2007, 02:54 AM
http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10020 (Large).jpg

The window edges are abscent. You should add some window railing or edges that "hold" the glass.

http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10022 (Large).jpg

The circled part is stuck in the floor, causing it to flicker.

http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10023 (Large).jpg

Somehow there is a red blinking texture here? The brush isnt aligned as well, looks out of place and doesnt flow.

http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10024 (Large).jpg

Why does it suddenly stop here? Try to complete it here, and place a beam there.

Wiebbe
12-27-2007, 02:55 AM
http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10025 (Large).jpg

Looks a bit too large to my taste, but its again a matter of preference.

http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10026 (Large).jpg

The windows are floating here. Move them more back to the wall.

http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10027 (Large).jpg

These beams look kinda impossible to me, first of all, the white ones are just way to steep. No need to make them go all the way to the edge, second they are both connected to the "support" beam/wall.

Now the circled parts are basicly in the entire map, they are the same width as the entire beam. This shouldnt happen! they only support the 2 beams, they arent part of it. So try to reduce the width of the support beams in your antire map, it will look alot more natural then.

http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10028 (Large).jpg

this looks unnatural in a rock location, try to make this ending more natural or add a woodem beam across it.

Wiebbe
12-27-2007, 02:55 AM
http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10029 (Large).jpg

Beams all of the place, but this corner seems to be lacking one. For number 2: Same as the first i guess, needs some player clipping.


I didnt make a screenshot of it, but the main bases red and blue area's are WAY TO BLUE/RED. Like i said never use the same texture for floor and walls! Try to use floor textures for the floor and wall textures for the walls!

Gonzales
12-27-2007, 11:13 AM
O_O Holy crap, lots of stuff there. Many thanks, you gave me plenty of stuff to work on. =)

Godling
12-27-2007, 04:01 PM
http://wiebbe.lambonet.com/afvalbak/rockmine_b1/cp_rockmine_b10029%20%28Large%29.jpg

Beams all of the place, but this corner seems to be lacking one. For number 2: Same as the first i guess, needs some player clipping.


I didnt make a screenshot of it, but the main bases red and blue area's are WAY TO BLUE/RED. Like i said never use the same texture for floor and walls! Try to use floor textures for the floor and wall textures for the walls!


Great critique work all around Wiebbe. Looking forward to having you go over my map some time...:)

...and looking forward to seeing how your critique work translates into Gonzales updating his map. /wave Gonzales :)

Snipergen
12-27-2007, 05:12 PM
What i've noticed... i HATE the light and textures of that underground rocky paths. I have it in my map too but I hate it now :D Im nevva gonna us this again.

Gonzales
12-27-2007, 06:47 PM
What i've noticed... i HATE the light and textures of that underground rocky paths. I have it in my map too but I hate it now :D Im nevva gonna us this again.

Yeah, I've found the cave lighting to be less than ideal. I'm considering finding a way to let more of my light_environment in there.

@ Godling: We'll see how it works. =P I'm hoping to get beta2 released by the 7th. Winter quarter starts after that, and the developmental process will grind to a halt.

Wiebbe
12-28-2007, 07:39 AM
Great critique work all around Wiebbe. Looking forward to having you go over my map some time...:)

...and looking forward to seeing how your critique work translates into Gonzales updating his map. /wave Gonzales :)

Whats your map then? :P

couldnt find it at the WIP forum ;P

Intraman
12-28-2007, 08:00 AM
Yeah, I've found the cave lighting to be less than ideal. I'm considering finding a way to let more of my light_environment in there.


An Easy way would just to put holes in the ceiling. Obviously having them look somewhat natural.

Godling
12-28-2007, 03:27 PM
Whats your map then? :P

couldnt find it at the WIP forum ;P


ummm... I errr... well... it's like this...

oh... sorry... someone's at the door... gotta run.:blushing:

Gonzales
12-29-2007, 10:32 PM
Rockmine has been updated to Beta2, and can be found here! (http://www.fpsbanana.com/maps/41910)

Changelog:

Mine
---------

- Mine area layout has been altered, there are now fewer, larger paths.

- Various props have been repositioned

- Small rock ledge near the control points has been turned into a wooden platform in the Red mine, and a metal platform in the Blu mine

- Players can no longer climb/get stuck on wall supports

- Several cave ceilings have been raised, resulting in a less claustrophobic feel

Mine Control
---------

- Small computer rooms have been redone: windows are now larger, textures have been changed, and light has been added

- The "blocks" near the upper entrances have been turned into small, un-enterable rooms

- Minor detail/texture changes



Blu base
---------

- Many texture/detail alterations have been made

- Outer stairway has been fixed, inner stairways have been completely redone



Red base
---------

- Minor detail changes


General

---------

- Scouts no longer "bump" spawn room doors

- Default spectator view is no longer outside the map

- No_entry overlays on spawn doors now consists of one large sign, instead of 6 small ones, and only appears when door is open

- Fixed props that levitated, or were embedded in walls/floors/ceilings

- Many minor details have been added/altered

- 3d Skybox has been redone

-------------------------

Give it a try, and tell me what you think. If anybody wants to run this on a server, that'd be great. I'd love to hear how it plays with lots of people.

Wiebbe
12-30-2007, 06:20 AM
when i click i only see the B1 download, not the B2 one :(

Gonzales
12-30-2007, 10:48 AM
when i click i only see the B1 download, not the B2 one :(

Whoops, heh, sorry. I uploaded the wrong file. <.<

Should be fixed now. Sorry 'bout that. =P

Wiebbe
12-30-2007, 03:52 PM
i like it alot now! The rooms have a very good feeling to it, especially the middle room looks awesome!

Good job.

Gonzales
12-30-2007, 08:17 PM
Thanks, mate. Your critique helped a lot. =)

Gonzales
01-05-2008, 07:55 PM
Rockmine is now beta3! Downloadable here (http://tf2maps.net/downloads.php?do=file&id=70) or on fpsbanana (http://www.fpsbanana.com/maps/42887).

Major beta3 changes:

-Mine Control area layout has been altered

-Much more detail added everywhere

-Map is now much more optimized, fps should improve


This'll probably be the last update this map gets for a while, as winter quarters starts on Monday, and I'm going to be hella busy. =(

Squirrelly
01-06-2008, 04:14 AM
looks good man! my map is a similar layout with a neutral cap point & stuff.

for feedback:

i would put some trimming on things like the fenses, walls, and ceiling support, etc...

just so it doesn't look like rigged brush edges all over

i really like the lighting in that dirt tunnel too, i think after u use displacement for the ground & walls it will look killer!

Gonzales
01-06-2008, 10:49 AM
Yeah, some more detail will help. I'm going to spice everything up if I ever find time to work on the final version.

Voztron
01-17-2008, 07:23 PM
Any new screen shots mate?