PC

Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
A KOTH map I've been working on over the last few days. Will eventually be an upward themed Mine. :)
 
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Hastur

L1: Registered
Jul 30, 2010
39
3
Add railings around the CP, and perhaps around the adjacent platforms.

A skilled Pyro could still throw people off, but it will definitely make death from not paying attention less likely.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Put a railing on the 'back' of the point, the part opposite the walkway (a la Steel).
 

Mr.Late

L7: Fancy Member
Nov 27, 2009
408
157
It looks nice and gameplay is solid. I like it :D. Too bad it lagged at gameday D:

I don't know how to improve this, we need moar testing!
 

Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
It looks nice and gameplay is solid. I like it :D. Too bad it lagged at gameday D:

I don't know how to improve this, we need moar testing!

Its still a tiny bit to big. The main cap area should probably be shrunk by around 64 units and the bit between spawn and the cap building has a really long sightline. I might be able to fix that. :)

Last screenshot actually looks a tiny bit overscaled in terms of sheer distance from the base of the shot to the far wall (which I would guesstimate to be 1024+). Just nitpicking :)

Yeah, see above. ^ :)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
The crates in screenshot number 2 - how did you get such complex shading on those? Usually they're lit the same all over per side.
 

Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
The crates in screenshot number 2 - how did you get such complex shading on those? Usually they're lit the same all over per side.

I think thats because of either: Static Prop Lighting / Static Prop Polys / Textured Shadows commands when compiling. They're in advanced compile options in VBCT and I think you can get them to work via the Hammer compiler as well.

Youme I think it was wrote a tutorial on the forums somewhere about it all. :)
 
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Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
one Q,
your gonna wanna zoom in

Its the platform, not the bridges.. but I see your point. I tried it with a bunch of metal trims and they all looked terrible. I dunno, they might be better off as wooden bridges anyway, the map was starting to feel more like Gorge than Upward. :p
 
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Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
A4 Released!
http://dl.dropbox.com/u/6104284/releases/koth_pc_a4.rar

Changes:
- Detailed both spawns and a bit of the surrounding area
- Moved the side route from the spawns that eventually leads to the high ground around the CP to reduce sight lines. :)

I haven't done much to the CP area just yet. I'll see how the next playtest goes before I shrink it / fiddle with the cap platform.
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
I liked it, apart from these things:

Image 1: I got stuck trying to run through there. Open it up a little bit more.
Image 2: You have a packing issue with your map. No idea what you use to pack what custom files, but if you use VIDE: stop using it. It breaks maps.

Apart from that, bulletclip your fences. Right now sentries can shoot through them but players can't, wich makes some parts a bit too overpowered.
 
Aug 10, 2009
1,240
399
Hooray for post-test feedback time :p

SO, here's what I noticed.

First, this doesn't need much explaining as it does puzzling, unless you know why this happened:
koth_pc_a40000.jpg


Second on the list, I thought this wasn't clipped in the back, and I think it could be interesting if players could slip back there for sneaky purposes (I was trying to melee rush as an equalizer soldier and I couldn't go behind :()
koth_pc_a40001.jpg


Finally, I would open at least one of these windows so that players can get something of a drop on those already in the tunnel to the left of my cursor. I doubt snipers would be too much of a problem, it's a relatively high-traffic area. Pic:
koth_pc_a40002.jpg


Aside from all that I enjoyed the map, even though heavies, demos, pyros, and scouts seemed to control the battlefield.