KotH Vineyard

Matti

L1: Registered
Jun 25, 2012
6
0
Started about 10 months ago and worked on it little by little. Spent so long trying to get a reasonable test version together but I'm determined to finish this map and I'm having a lot of fun making it now.
 
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XionGaTaosenai

L1: Registered
Jun 23, 2012
27
18
Wasn't Dr. Spud's artpass map supposed to be named Vineyard? It's the first thing I thought of when I heard the name.

You should get in contact with Dr. Spud and ask if you can use some of those assets yourself. I always really liked that theme.
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
Clip the stairs with a ramp that covers each step, otherwise it's awkward to jump on them.

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There's a missing model on both sides of the point.

Could do with some signs pointing to the cap, although it's not a confusing map.

It's cool that even within the rooms and smaller areas there's a bit of variety in the terrain - small ledges, scout routes, lowered areas with health in them, pillars etc.

It's generally a BIT dark indoors, especially the ceilings (not that that matters too much) but there aren't any points where you can't see what's going on.

Increase the speed at which the doors open - that's the actual brush entity part, I think? As a scout I ran into it as it opened. It's not a major concern but it's a bit annoying.
 
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Mar 23, 2010
1,872
1,696
i agree with the indoors being dark. we had a short n small 6v6 pub test and thought it was a little too powerful how you could stickyjump to the point from so far away (i dont remember how far, could have been comparable to viaduct). also felt too large (we were 6v6) with too high heights that were somewhat pointless, kind of made it unfun. 192 is usually a good height, most felt to be 256 at least.
 

jakoman

L1: Registered
Nov 9, 2012
39
2
I noticed that the optimization could use some work. I would recommend separating your exterior areas more with nodraw and skybox.
 

Matti

L1: Registered
Jun 25, 2012
6
0
Small update to a1a for technical changes/fixes.

I agree about the height difference being a bit off, and I'm thinking some of the buildings might be a bit over-scaled. This map was started because of the koth highlander competition so there are a few oddities in the layout that I'm going to have to fix; stuff like trying to make it really rocket jump/sticky jump friendly given STAR_'s position as a judge (sidenote: it's possible for a demo to jump straight onto the point from spawn). Anyway, should see this reflected in a2, though I don't want to begin changing the layout before the gameday as I expect more issues to be raised.

I'll start worrying about optimisation in a few alphas time when I have a better idea of what I want this map to be, but I agree - at the moment optimisation is pretty much non existant.
 

Matti

L1: Registered
Jun 25, 2012
6
0
Updated to a2. I think I managed to incorporate a lot of the feedback I received though the layout still needs work in my eyes, so please leave any comments you have :).