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My first attempt at map making in hammer. I decided to go with jailbreak (against the advice of my friends) and here is the result. A map based in a giant room, where prisoners are the mice, and the guards and really tiny men... with tiny guns.
Here is a brief list of pictures taken in hammer (just encase the pictures don't work, haven't use game banana before): http://imgur.com/a/YgeKh
I updated this post to instead include ingame pictures, pictures from hammer's perspective is still above this text.
So, I've been testing the map for a while and here are the first thoughts:
+ The maps looks quite good, the design and minigames are fairly done, for a first map That is pretty much it.
- 1. Got 2 players and 7 bots on the server, got 200 ping, usually 15-35 2. red cannot open the armoury from the inside 3. Everything that is not basic map structure (not 6 sided - for example those f*cking spikes in sweeper) should be func_detail so it is not pain in the ass for the vvis and game engine 4. make a sealed teleport destination for red team (openable only from the outside) in the minigame area so the red and blu doesn't end up stuck in each other which means instant rebelion 5. death tubes beneath some of the minigames are in my opinion totally useless. Few trigger_hurts will do its job and it won't destroy maps optimalization. EDIT: opened map in hammer - sorry, if it's problem for ya. But, are you fucking serious!? 16000 units long wall? Man, just don't. 6. all reds spawn in one cell (the furthest one from armoury) 7. got missing texture for the fem pyro and danger below platforms 8. seperate the areas via areaportal, skip and hint 9. just a quick question, aren't you getting leaks? those danger below platforms looks like they are touchin void. Which is no good for the map and definitely not for hammer
Hope this helps, and I also hope you are going to fix these issues, because TF2 needs more playable jailbreak maps