Visual_b1

NerdKoopa

L1: Registered
Nov 1, 2009
20
0
Visual_b2

My goal with this map was to show the whole mapping community that you CAN make an orange map that looks good. I put my heart and soul into this one. If this doesn't make you think differently about orange maps, then nothing will. There's a video! [ame="http://www.youtube.com/watch?v=0HNsQOXWtxI"]YouTube- Koopa's New TF2 Map: KOTH_VISUAL_B2![/ame]
 
Last edited:

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
How can an orange map be named "visual"?

This isnt a good place forposting orange maps at all, prepare for heavy flame...
 

Ninjilla

L420: High Member
Sep 13, 2008
445
116
Yeah, orange maps are generally not well received here. What are your graphics settings at? Pics seem jaggy as hell :/
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Despite hating orange maps with a passion when they're not in alpha, I quite like the architecture. If this is your second map, then I like it, but a few issues I can see gameplay-wise. There is a lot going on around the spawns which is generally where you want as little action to be happening as possible.
There is also no cover in between the spawn buildings and the control point building, which will be a major issue for slower classes and a huge advantage for snipers.
While the middle also looks like splash damage will dominate the scene, I like the map. Good effort, looks far better than my second map :)
 

Tinker

aa
Oct 30, 2008
672
334
Man, it'd be a shame to not texture this, it's got pretty cool geometry. Call it KotH_greenhouse, go for a plantlife theme and bam! instant map that is not orange.
 

NerdKoopa

L1: Registered
Nov 1, 2009
20
0
Despite hating orange maps with a passion when they're not in alpha, I quite like the architecture. If this is your second map, then I like it, but a few issues I can see gameplay-wise. There is a lot going on around the spawns which is generally where you want as little action to be happening as possible.
There is also no cover in between the spawn buildings and the control point building, which will be a major issue for slower classes and a huge advantage for snipers.
While the middle also looks like splash damage will dominate the scene, I like the map. Good effort, looks far better than my second map :)

Thanks for the constructive feedback! Seeing that people don't like orange maps, I will texture this properly some day. But what kind of style should I go for? Tinker's koth_greenhouse is a pretty good idea, but I still want something that fits with the geometry and the industrial theme. Any more ideas?
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
As you already have big industrial chimneys, i think an industrial theme like well, or like gravel pit c would fit nicely.

The buildings would be little factorys or warehouses.

btw, why do your screens have hl2 in the name? D:
 

NerdKoopa

L1: Registered
Nov 1, 2009
20
0
As you already have big industrial chimneys, i think an industrial theme like well, or like gravel pit c would fit nicely.

The buildings would be little factorys or warehouses.

btw, why do your screens have hl2 in the name? D:

Because I took the screenshots with WeGame Client (that also explains the low quality)
 

NerdKoopa

L1: Registered
Nov 1, 2009
20
0
Added a video that showcases the map. Look the first post.
 

Tinker

aa
Oct 30, 2008
672
334
I said greenhouse because that's what it most reminded of, architecture like in Wageningen University:

Wageningen_University_-_Building_Lumen.JPG


Looks like your cap building, no?


Looking at your video, the outside area looks a bit too big and empty, without much cover or interesting places to go except the cap or back into the spawn. The cap itself looks good.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Dude couldn't you have linked to that it's huge.
Anyway ye look forward to texture version :)
 

NerdKoopa

L1: Registered
Nov 1, 2009
20
0
I said greenhouse because that's what it most reminded of, architecture like in Wageningen University:

Wageningen_University_-_Building_Lumen.JPG


Looks like your cap building, no?


Looking at your video, the outside area looks a bit too big and empty, without much cover or interesting places to go except the cap or back into the spawn. The cap itself looks good.
This is starting to get really interesting! My original idea for the retextured version was koth_chromeyard. There I would have replaced all the gray details with chrome and made the buildings have bright concrete walls, but this "greenhouse" theme is looking promising too! Too bad that there aren't too many models for the plants... (FYI, I don't know how to model or make textures.)
 

Tinker

aa
Oct 30, 2008
672
334
I think cp_follower has a greenhouse like thing in between the second and mid point, check that out.
 

NerdKoopa

L1: Registered
Nov 1, 2009
20
0
I think cp_follower has a greenhouse like thing in between the second and mid point, check that out.

Now it's clear! Koth_visual will be turned into KOTH_GREENBLEED. But all the animated factory stuff and the moving cargo trains don't fit... I would like to keep them in some form or another. Any ideas?