Ibanez inspired me to start mapping myself. His work was exceptional and convinced me that perhaps Source mapping is easy enough to get into quickly.
So here’s my second map: cp_downfall (title may change).
Overlooking the three points:
The points from higher up:
A view of Red’s entire spawn entrance:
A view of Blu’s entire spawn entrance:
Oh god vents. Where’s my crowbar?
Showcasing my extremely flat ground and left cliff is the following picture:
Middle point:
The inside of BLU’s spawn room:
The entrances to the vents with the down elevator showing on the left:
The bottom of said elevators:
Part of the vent system:
I made a few other maps in the process of coming to this.
sewtext.bsp (fucking around with displacements)
traintest.bsp (fucking around with func_tracktrain)
and cp_firstmap_a015.bsp (fucking around with basic brushes)
https://www.mediafire.com/?ngm2wdmmuy2 to download all three.
I want to work on the map a bit more (I tend to do one half of the map with something new, then not do the other side. Case in point: the cliffs. One side has displacements, the other doesn’t.) before I release it, but you guys will be the first to get any release.
I’m going to use this thread to ask any questions that come to mind. Here’s my first one. On the BLU side of the vents, there are two elevators. The one at the bottom is invisible until it is used once. Why is that? Lastly, I need help aligning the elevators with the sides of the vent. The width of the func_tracktrain is exactly the width of the vent shaft, yet I can’t get it to mesh perfectly. What’s a good elevator sound?
Any tips/tricks/hints/suggestions/hate mail?