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It sucks about custom servers though. I wanna get into mapmaking for TF2, though I may have jumped on this boat well past it's sail time because; WOW, the community has shrunken. A lot of the TF2maps.net links to other websites don't even work anymore!
I can see why you lost motivation, but I do want to say that what you have here is really good. If you ever did want to pick it back up, I could see it becoming something really fun to play on. I understand if you don't want to; there's been many groups that I've tried to get into only to be met with similar problems.
Still, I hope that whatever you do, be it never coming back to it, or finishing it if TF2's blood starts pumping again, brings good luck!
But this is alpha stage. So small clipping and detail issues don't matter as the main layout is not finished. In this stage whole parts of the map could be deleted completely. The small blu and red textures I put in are actually too detailed for alpha too. Usually it's just one-coloured red and blu boxes for simple orientation..
You can find on TF2maps.net , maps that are much better than this will ever be.
But barely gets actually played regularly at least for some time as custom servers are close to dead. This hard truth is the source of my lack of motivation to get back into it.
It can be hard work to create something worthwhile and to barely see it alive and create something mainly for the gallery is not for me, I feel at this point.
Did Delfy create maps too? Wonder why he's mainly playing spammy Gravelpit in his vids then. ;)
Cheers,
Bud
Windowed roofs before entry to point can be surfed on endlessly, no known exploits.
If you could place a teleporter past the door of the lighthouse, between the rocks and ground, could clip.
The trucks have weird placements for teleporters. Placing dispenser over one could trap teammates/allow clipping into the trucks. Unable to get to work, but got close.
https://imgur.com/a/NhaQKuw
Actual issues:
Spawnroom for team who has midpoint/second point only has 1 exit. Stickyspam may become issue. The one by point 2 is very thin, and has slight ledge for cover.
Nice details:
Spawnroom for team who has midpoint/second point DOES NOT have a resupply locker. As a eurika engie; that's a good thing. Don't enable my endless ammo pushes and sneaky warps to heal teams back up.
Otherwise, it's very well made. Keep up the amazing work! I hope you'll get A2 done someday.
[2/2]
Nitpicks:
- Arrowsign pointing at lighthouse has very slight clipping issue when moving towards respective spawns.
- Rockside clipping could use more polish (possible to walk in and prevent yourself from walking out easily at some angles)
- Slight clipping issue at the tire ramp
- Planks by bookshelves can be caught onto, may need clipping if not intended
- Can reach top of lighthouse, looks really buggy but no major issues.
- Piano at top level might give slight advantage to one/other team
- Texture error on the lip of the first peg on the fence, righthand side of picnic table (flickering)
[1/2]
where I can build my sentry and hide with a taunt
"Welcome To Jamrock"
Out in the street, they call it merther
Welcome to Jamrock
Camp where the thugs dem camp at
Two pound ah weed inna van back
It inna your hand bag, your knapsack
It inna your backpack
The smell ah give your girlfriend contact
Some boy nuh know dis
Dem only come around like tourist
On the beach with a few club sodas
Bedtime stories, and pose like dem name Chuck Norris
And don't know the real hardcore
Cause Sandals ah nuh back to
The thugs dem will do whe dem got to
Don't make dem spot you, unless you carry guns a lot too
A bare tuff ting come at you
When Trenchtown man stop laugh and block off traffic
Then dem wheel and pop off and dem start clap it
With the pin file down an it ah beat rapid
Police coming inna jeep and dem can't stop it
Some say them ah playboy, ah playboy rabbit
Funny man ah get dropped like a bad habit
So nuh bodah pose tuff if you don't have it
Rastafari stands alone
Welcome to Jamrock
Welcome to Jamrock
Out in the streets, they call it merther
Where poor people ah dead at random
Political violence, can't done
Pure ghost and phantom
The youth dem get blind by stardom
Now the kings of kings ah call
Old man to pickney, so wave unuh hand if you with me
To see this sufferation sick me
Dem suit no fit me,
To win election dem trick we
Then dem don't do nuttin' at all
C'mon let's face it, a ghetto education's basic
And most ah de youths them waste it
And when dem waste it
That's when dem take the guns replace it
Then dem don't stand a chance at all
And that's why ah nuff little youth have up some fat 'matic
With the extra magazine inna dem back pocket
And ah bleach a night time inna some black jacket
All who nah lock Glocks, ah dem a lock rocket
They will full you up ah current like ah short circuit
Dem a run ah road back which part the cops block it
And from now till a mornin' nuh stop clock it
If dem run outta rounds ah bruck back ratchet
(Southside, Northside)
Welcome to Jamrock
(East Coast, West Coast, huh, yo)
Welcome to Jamrock
(Cornwall, Middlesex and Surrey, yah)
Hey, welcome to Jamrock
Out in the streets, they call it merther
Jamaica, Jamaica, Jamaica, Jamaica, now
Jamaica, Jamaica, yo, Jamaica, Jamaica
Welcome to Jamrock
Welcome to Jamrock
Welcome to Jamrock
Welcome to Jamrock
Welcome to Jamrock
And I'm not just saying it's good
I'm saying that it's a valve map!
A pretty nice balance of open space!
Thx everyone! I didn't expect that the map would be this well received, esp. in less than a week.
That's amazing and really makes me regret somewhat that I didn't work on it anymore.
Yet, don't get blinded by the looks, the gameplay issues are there. It's the first alpha.
After half a year working on it pretty much daily I got burnt out.
And it will easily take months again to finish it to achieve reasonable gameplay.
That's because there are many things to consider:
F.e. changing one path, others mostly have to change too. As a result you often have to recreate
a whole area. Also for optimisation: So that a player does not see too many objects at once
because otherwise the framerate can drop significantly. And so on. It all connects.
@fonly
This high ground at last is the reason that it's so hard to capture it, I am aware.
Your suggestion is exactly what I would have tried in a next version.
One problem is that I don't have the time anymore to work on it as I would need to.
The next one for me is, that custom maps are barely played at all if not implemented by valve.
Maps that are much better than this will ever be are hard to even find one server for it.
(just check here [teamwork.tf] and look up your favorite
custom map or even any of the most popular ones and check the average playercount).
Considering the time I need to finish it, I can not justify it at the moment.
Considering the time I already put in it, this amazing feedback, the will to finish what I started
and the bond one has to its baby, I hope to find the necessary time in the future anyways.
Cheers
bots run on it like butter on bread
nav is easy to generate (orange map)
shit is good
the end
maybe at the last point you know how the is space between the rocky part and the end of the space on the right side (when looking from spawn) you could possibly make that a balcony of the attacking team giving them somewhat of a hight avantage, and if thats op then you could make the roof of the spawn a balcony for the defending team, its upward logic, one team gets a high part and so does the other, anyway great map