KotH ohana

chemelia

yndersn't
aa
May 11, 2014
406
619
It doesn't look too bad for a first map overall, but I do have a few criticisms. At the moment it seems to be overscaled(geometry too large for good gameplay flow). Judging by the size of the explosion in your 2nd screenshot, that room alone is huge. And not to mention, the map is pretty flat in areas(screenshots 2 and 3), which tends to make gameplay less fun and exiting. But, like I said, it isn't bad for a first map, just keep working!
 

Uncuepa

aa
Oct 25, 2014
793
1,159
It doesn't look too bad for a first map overall, but I do have a few criticisms. At the moment it seems to be overscaled(geometry too large for good gameplay flow). Judging by the size of the explosion in your 2nd screenshot, that room alone is huge. And not to mention, the map is pretty flat in areas(screenshots 2 and 3), which tends to make gameplay less fun and exiting. But, like I said, it isn't bad for a first map, just keep working!


Thanks for the feedback, I've said I wanted to work on those areas. Right after I uploaded this I went and added a divider in the second screenshot room that I'm really excited about, along with some more exits from spawn. The divider has a raised platform around it, and along a corridor I was not happy with I added a raised area for nests, and has ammo and health in both.

Only issue with releasing the new versions is the high compliation time, even in this state. I'm upgrading my pc soon so should be better soon.
 

chemelia

yndersn't
aa
May 11, 2014
406
619
Only issue with releasing the new versions is the high compliation time, even in this state. I'm upgrading my pc soon so should be better soon.

To decrease compile time, you need to tie all of your brushes that aren't major level geometry(like supports and beams and such) to func_detail by pressing ctrl+t. Also, be sure to texture all brush faces that players don't see to the texture tools/toolsnodraw. Read this for more.
 

ibex

aa
Sep 1, 2013
308
528
To decrease compile time, you need to tie all of your brushes that aren't major level geometry(like supports and beams and such) to func_detail by pressing ctrl+t. Also, be sure to texture all brush faces that players don't see to the texture tools/toolsnodraw. Read this for more.

If they are not using ABS's resource pack, crtl+t will create whatever default entity hammer chooses. So when the properties window does appear (by pressing crtl+t), you'll want to change the "Class:" In the upper left hand corner to "func_detail" (it's a little drop down menu, but you can just type func_detail in). But, yes func_detailng will drastically decrease your compile times
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Only issue with releasing the new versions is the high compliation time, even in this state. I'm upgrading my pc soon so should be better soon.

Be sure to compile on fast if your not. It complies maps quickly for testing and you can do a full compile when you release the map in RC. Fast mode can sometimes cause problems though but usually only if you are using water.
 

Dain

L3: Member
Oct 21, 2009
106
43
If they are not using ABS's resource pack, crtl+t will create whatever default entity hammer chooses. So when the properties window does appear (by pressing crtl+t), you'll want to change the "Class:" In the upper left hand corner to "func_detail" (it's a little drop down menu, but you can just type func_detail in). But, yes func_detailng will drastically decrease your compile times

I think the default entity is always func_detail, idk what ABS' pack has to do with it.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
Be sure to compile on fast if your not. It complies maps quickly for testing and you can do a full compile when you release the map in RC. Fast mode can sometimes cause problems though but usually only if you are using water.

I wouldn't really reccomend ever releasing a map, even an alpha using fast vis. Fast rad is fine, but fast vis skips all but the very most basic vis calculations. You're basically making your entire map, with all it's players, hats, projectiles and buildings render on everyone's crappy PC at the same time. Even in alpha, that's a signifiant perfomance hit.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
While I think your mid is creative and interesting, I think that each team's base has overstayed their welcome. By looking at the screenshots, they're huge and complex, and given the fact the you used a nucleus-like shape, that's not a good thing. I think the base should just be smaller overall.

Also, your map has creekwood sightlines.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Thanks, Ohana.