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 Post subject: map
PostPosted: 26 Feb 2009, 20:58 
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Geek (602)
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I am trying to make a map for tf2 , if there is anyone who want to help with some strategy-layout ideeas , i would like to hear some ideeas . I am still building the map , and looking for a tutorial , to show me how to make a control point actually work . I decided that the theme would be canyons , with some wide spaces for points . i will add some sketches or minimap in the weekend i think .

I hope it will be good enough to put it on the servers :mrgreen:

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 Post subject: Re: map
PostPosted: 26 Feb 2009, 21:03 
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Has no REAL life! (1242)
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do an alpine theme and I might help you :P

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 Post subject: Re: map
PostPosted: 26 Feb 2009, 21:06 
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Has no REAL life! (3230)
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I actually thought of making an alpine map :mrgreen:
Nah really. But I'm having no clue how, so I am reading myself in atm.
Could maybe help u too Edeph, not I, but that link:
http://developer.valvesoftware.com/wiki ... l_Creation


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 Post subject: Re: map
PostPosted: 26 Feb 2009, 21:09 
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I've got lotsa experience and have some kind of sixth sense for gameplay (which I never really tested) to guess how it will turn out.

Since I've been mapping since 2005 (give or take 3 years of mapper's block) I've got enough experience to guide you. And since I can't map myself because hammer is horrible and crashes and goes bonkers for no goddamn reason, I think my role as a concepterator is good enough.


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 Post subject: Re: map
PostPosted: 26 Feb 2009, 21:14 
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Has no REAL life! (5288)
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Could make it a community effort! I doubt there is anyway I can help though ^^ Concept art? xD

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 Post subject: Re: map
PostPosted: 03 Mar 2009, 12:32 
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murk can you give me your steam name , so we can talk if i have problems and stuff ?

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 Post subject: Re: map
PostPosted: 03 Mar 2009, 13:40 
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[SpA]Mint wrote:
do an alpine theme and I might help you :P
I was gonna say do an alpine theme too, it's really lacking!

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 Post subject: Re: map
PostPosted: 03 Mar 2009, 14:12 
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Has no REAL life! (3426)
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[SpA]MikeDH wrote:
[SpA]Mint wrote:
do an alpine theme and I might help you :P
I was gonna say do an alpine theme too, it's really lacking!
yeh...but y? y ffs? i mean...it fuckin rocks! <33

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 Post subject: Re: map
PostPosted: 03 Mar 2009, 14:32 
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Geek (602)
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i can't make it alpine if i don't have the textures or the entities :P

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 Post subject: Re: map
PostPosted: 03 Mar 2009, 23:29 
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Illiterate (11)
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I myself am actually making a map for a class ('Level Design' a school-class not a TF2-class :P) so I might have some pointers in the future x) So far I can only say, take into account all classes, a map has to be fun for every class if you want it to be a succesful map. So don't forget the sniper if you're making it too cluttered, or the Pyro when there's only open spaces ^^

Good luck with the map :)

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 Post subject: Re: map
PostPosted: 04 Mar 2009, 13:27 
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Geek (602)
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thanks :4 i really tought of all classes , still the mid point is almost perfect from my point of view , but only testing wiil truly help. Anyway it might take longer than i tought , the high school is killing me xD

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 Post subject: Re: map
PostPosted: 05 Mar 2009, 19:02 
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Geek (602)
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please make some kind of vote , what would you like ? a interior map or outside map ? ( i would vote personally for a exterior style ) but you decide because ( i hope) you will play not just me :P

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"The bots came, saw Saints post count and gave up instantly."-[SpA]futari


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 Post subject: Re: map
PostPosted: 11 Mar 2009, 14:35 
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Geek (602)
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well i decided to make it alpine themed ( i hope i can find the materials i need) and also a PAYLOAD map . Hope you'll like it . i will post a pic from inside hammer this weekend i hope :4

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 Post subject: Re: map
PostPosted: 11 Mar 2009, 14:52 
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Geek (856)
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I am looking forward to it :)

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 Post subject: Re: map
PostPosted: 11 Mar 2009, 15:01 
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Geek (602)
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yay a fan already :mrgreen:

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 Post subject: Re: map
PostPosted: 11 Mar 2009, 16:02 
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Geek (856)
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Yes please autograph my beak!

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 Post subject: Re: map
PostPosted: 11 Mar 2009, 23:10 
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Has no REAL life! (5288)
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Exterior ftw, interior sucks for a lot of classes and makes demoman even more of a dominant force ;)

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 Post subject: Re: map
PostPosted: 11 Mar 2009, 23:53 
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Geek (690)
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Since I'm an ass and you can't sent pictures via steam friends and I just rechecked the map





Image
Not very good news, everyone! Especially for you! I tell you three things and you forget four! Can't you remember I told you to select only visible faces when making displacements? And what's with a million environment lights? You don't actually see a million suns in the sky, do you? You don't! And stars don't count! Even though Sun is also a star! Tiny lights on earth are just lights shaped like lightbulbs! And the cubemap is terribly placed! In a small room like yours you're supposed to put it in the middle at about chest or head level or at least in the middle of the entire wall height! And stop making brushes intersect! That makes a whole lot of areaportals and takes a billion more years to compile! And stop using displacements for now and focus on basic shape of the map! Otherwise it will end up being terrible or uncompilable and you'll get a horrible mapper's block like everyone so far! Or the gameplay will be bad! And if that will be bad you will feel bad!








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 Post subject: Re: map
PostPosted: 12 Mar 2009, 00:22 
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Has no REAL life! (5288)
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I lurve futurama :mrgreen:

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 Post subject: Re: map
PostPosted: 12 Mar 2009, 10:49 
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Has no REAL life! (4162)
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[SpA]Minimoose! wrote:
I lurve futurama :mrgreen:
Wanna do some Snusnu? :demm:

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SaintK: I'm completely lost :mrgreen:


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 Post subject: Re: map
PostPosted: 12 Mar 2009, 14:47 
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Geek (602)
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murk , it is the first map ever , i am still learning ... also about intersecting brushes... i dunno what the problem is :-s if it is necesarry , i will do it even if the compile time is longer.

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"The bots came, saw Saints post count and gave up instantly."-[SpA]futari


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 Post subject: Re: map
PostPosted: 12 Mar 2009, 15:16 
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Geek (602)
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Image
this is the map , what should i put in the middle ( remember it is a payload) i want to hear more ideas . In front at the horizon it is the RED spawn coming from the 2 ways. Also there is a small tunnel in the middle of the big rock , that is connecting the two main exits from spawn .

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"The bots came, saw Saints post count and gave up instantly."-[SpA]futari


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 Post subject: Re: map
PostPosted: 12 Mar 2009, 15:18 
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So long and thanks for all the fish! (1771)
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PLEASE, for the love of god, don't host images on imageshack! :rage:

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 Post subject: Re: map
PostPosted: 12 Mar 2009, 15:28 
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The Necromancer (4970)
Yo - the contents of my various image hosting sites (all tested):
Quote:
For more visit:

http://www.freefilehosts.com/

I prefer http://www.imagehost.org/ which is coincidentally the highest rated site over there.
Bayimg.com is run by the same guys who run The Pirate Bay but doesn't provide good forum codes.

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 Post subject: Re: map
PostPosted: 12 Mar 2009, 16:04 
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Geek (602)
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ok sorry :map_alpha.bmp (641 KB)

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"The bots came, saw Saints post count and gave up instantly."-[SpA]futari


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 Post subject: Re: map
PostPosted: 12 Mar 2009, 16:14 
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Geek (690)
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Edeph wrote:
murk , it is the first map ever , i am still learning ... also about intersecting brushes... i dunno what the problem is :-s if it is necesarry , i will do it even if the compile time is longer.
My post chopped up into more readable, helpful sections.

1: Look at a displacement brush. Any. Select it and see it has 6 sides. Which is bad. What you need to do is select only the visible faces and create the displacements. To fix it later, select the brush, go to displacement tool, HOLD CTRL AND DESELECT VISIBLE FACES then click Destroy. That will destroy the invisible displacement faces, making them invisible. Even more. Also if you're gonna have 6 side displacements everywhere you'll have trouble sewing them. Not to mention the humongous map file size.
2: There can be only one light_environment. Well, you can have more, but having more than one is completely redundant and just calls for compiling trouble and a lights.rad syndicate strike. Or something.
3: Cubemaps should be placed in approximate middle of the room. Or exact. In bigger rooms, you have to use more than one. Or rather said, it's just what I say. Where the cubemaps are placed, the engine will take screenshots in all 6 directions, making textures that would fit precisely to texture and inside of a box with no visible lines - that's kinda how the 2D sky (the texture background) works.
4: Brushes intersecting is generally a bad thing. There SHOULDN'T be any problem while compiling, but it looks terrible since 2 different faces fight for being visible, creating a smudge on the map, marking a mistake forever. I've even seen that is some valve maps, though it's mainly models intersecting brushes (which is not a very huge problem - but again, it looks bad.)
5: Areaportals are something you shouldn't bother about yet because it will take some time to get used to the basic universal rules of not screwing up badly like everyone did in the start. In short: Areaportals are used in the engine to set what areas are visible from other areas. For example, if you have a U shaped hallway, on the top pieces only 2 areas will be visible while you're in one of the areas, but if you're in the bottom area, all 3 can be visible while being in that area.
6: Focus on the basic shape of the map for now. Don't use displacements, don't go too much into detail. Putting weeks of work into something that turns out to not be fun at all is a waste of time. Make a draft, playtest, improve, playtest, make nicer, improve, playtest, final version, final playtest, the final countdown, final version release.
7: Use JPG or PNG for pictures. Using BMP on the internet is like being on the wrong side of the stadium all dressed up at a Manchester-Chelsea game. In other words, it's a bad idea.


Well that took some time to write


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 Post subject: Re: map
PostPosted: 12 Mar 2009, 16:29 
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Geek (602)
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thanks for explanations , i already removed the other lights_env and the displacements , modified the brushes , they don;t intersect anymore . :mrgreen: i still need an ideea about what to put in the mid :-s . i think i will reduce the mid gap a bit because it is preety big in my opinion .

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"The bots came, saw Saints post count and gave up instantly."-[SpA]futari


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