cp_downfall (First actual map)

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?

Very interesting :] Although you might find it useful to learn how displacements work.

I do have a few on the cliff, but it’s just incredibly difficult for me for some reason. I’m currently putting them onto the other cliff and keep having to destroy them because of two shapes which don’t share the right kind of edge for sewing.

Better than mine.

Is this a leak?

Thanks Sampdel :slight_smile:

EDIT: Compile tells me I have a prop_static leaked. I’ll try to find which one of the lights is poking out.

It doesn’t appear to be leaking…

That’s not bad at all.

In order to easily track down a leak: in hammer go to the map tab at the top and select load pointfile. it will draw a red line from the leaked object to where it is leaking out of the map. It will only show one leak at a time, and you must load it again for every different leak that is detected.

And a sidenote on displacements: try to make sure most of them are the same dimensions so that they will sew together easily. An easy way to get started with them is to do a subdivision (make sure all sides of the displacements are selected). this will round the corners. then simply move out the points. and if a point isnt aligned with another, just use the smooth option.

Turns out I had a missing nodraw brush under a displacement. Thanks, dude.
What do you mean by “round the corners”?

no problem :slight_smile:

here’s an example of subdivison (which results in rounded corners):

Hm. Interesting. I started my cliffs off with noise, and then lots and lots of smoothing on the top and then sewing. I kinda want a flat top, not a corner like that, but I’ll keep it in mind the next time I use a displacement.

Even if you want a level top face; some height variation on the top surface is very important (if that makes sense) - cliffs and ledges are never perfectly flat and even some subtle changes in elevation will make the cliffs look more like cliffs and not manmade walls.

I’m not sure if it’s just the really tall walls, but the areas around the CPs seem very wide and open, which could be very advantageous for certain classes - consider working in some cover or alternative routes for classes that would be put at a disadvantage. This is really important in TF2, with the wide class selection and options of play styles depending on class (personally I find this is what makes TF mapping challenging).

I am planning to put more alternative routes in.
First, the vents, which come out at either team’s point 1. They are almost finished.
Secondly, a soldier or demoman can access the top of those cliffs to flank and to have the high ground.
Thirdly, there will be a catwalk that all classes can access that is at a lower height than the cliff, but higher than the ground.
Fourth, I plan to add more cover going to the point. The spawn is definitely going to get help.

I would put in a 3d skybox if i were you, just to make things look a lot more interesting, nice work btw :stuck_out_tongue:

P.S: RABID, LOOK AT MY MAP!

Image bomb incoming:
Room under the cap point connected by the vents:

Another angle:

oh man oh god oh man oh god!

DISPLACEMENTS


In the interest of not getting stuck on a nodraw block, this staircase’s end is floating. Hopefully I’ll fuck around and fix that by final.

Attack from above!

Blu’s spawn from a lofty vantage point:

Red’s spawn from the inside, which I neglected last picture time:


Red’s spawn from outside, on one of the conveniently located cliffs.

Questions? Concerns? Comments? Fire them away, I am completely open to design help.

I still stand by the idea of having a 3d skybox but good so far :smiley:

Displacement bro, that’s what you need. And some more cover along with places to exploit sticky/rocketjumping.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.