A continuation of MaccyF's request from TFMaps
So, yesterday, I made the first real article on this site in months, about players identifying team colors. Though MaccyF actually said that he wanted an article on Color Progression, or how team colors become more plentiful and prominent as you go deeper into their base.
Generally, the amount of color progression is very dependent on the gamemode. Symmetrical gamemodes like King of the Hill, Payload Race, Capture the Flag, and 5-CP Push generally have a lower amount of progression, as identifying what side you are on is important. Meanwhile, Attack/Defense, and Payload have a bigger increase of colors as you penetrate their base.
Cordonation
A Blog all about Hammer and Source, along with a few other things included!
Thursday, December 31, 2015
Wednesday, December 30, 2015
Color Identification
As requested by MaccyF of TFMaps
In TF2, color identification is probably the single most important thing to do. The first thing you notice about any class is their color. If they're your color, then they're a friend, if they're the other color, then they're the disgusting scum of society that should be purged.
In TF2, color identification is probably the single most important thing to do. The first thing you notice about any class is their color. If they're your color, then they're a friend, if they're the other color, then they're the disgusting scum of society that should be purged.
So, if color identification is important for players, why does it matter for my maps?
First off, world orientation. Players should have a rough idea of where they are at on your map at all times. Seeing an enemy color paint the walls means you are probably not near your respawn. Seeing friendly colors means you are probably in a mostly safe area.
Tuesday, December 29, 2015
Gonna start this thing up again.
Oh, whoops.
I think I was gone a while.... So why? Mostly because I was lazy. I've made a ton of progress in my Hammer skills though, and now I think I'm in a better than ever position to give advice to other mappers.
I think I was gone a while.... So why? Mostly because I was lazy. I've made a ton of progress in my Hammer skills though, and now I think I'm in a better than ever position to give advice to other mappers.
Wednesday, August 19, 2015
Health and Ammo Placement: Objectives
So, you are making a Team Fortress 2 Map. In a TF2 map, you'll most likely be placing Health and Ammo kits around places, but how close should you get to the Objectives of your map?
This is a Domination map I recently finished the first Alpha of. In this image you can see B, and also a Medium Health kit, and Small Ammo kits on the team's balcony.
This is a Domination map I recently finished the first Alpha of. In this image you can see B, and also a Medium Health kit, and Small Ammo kits on the team's balcony.
Tuesday, August 18, 2015
A Blog all about things in Hammer, along with the rest of the Source engine!
So, what is the point of this Blog...
Well, I figured I should start on my inspiration for Cordonation. So recently, I saw a blog created on Wordpress known as Nodraw. I found it a very interesting read, but sadly the last post on it was early 2012. I enjoy working in Hammer, and everything else within games like Team Fortress 2 and Counter Strike: Global Offensive. Having something to read giving me interesting tips and a lot of design know-hows to make the best maps possible is always good for you.
Well, I figured I should start on my inspiration for Cordonation. So recently, I saw a blog created on Wordpress known as Nodraw. I found it a very interesting read, but sadly the last post on it was early 2012. I enjoy working in Hammer, and everything else within games like Team Fortress 2 and Counter Strike: Global Offensive. Having something to read giving me interesting tips and a lot of design know-hows to make the best maps possible is always good for you.
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