River

KotH River A5

Poutinator

L1: Registered
Nov 18, 2015
12
2
River - king of the hill map

This is one of my first map so I would like to have as much feedback I can have to learn how to do good maps.

I wanted to have a style that look like sawmill and I took inspiration on many map for the shape. I'm not sure about the inside of the buildings, if you have idea to improve it (or if you think I should keep it like it is) I would like to know.

(English is not my first language so tell me if I do mistakes)

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ades

L4: Comfortable Member
Jun 27, 2014
165
58
it looks good for a first map, although some areas seem quite open and boring. this is far better than my first map
 

Poutinator

L1: Registered
Nov 18, 2015
12
2
Ok I'll try to put something interesting in the "open and boring" areas, I had the same feeling but I don't know what to do about it

And yeah I don't know how to fix the water ^^'
 
Aug 30, 2015
359
451

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
Ok I'll try to put something interesting in the "open and boring" areas, I had the same feeling but I don't know what to do about it

You can try adding some "height variation" here and there. I'd link you a guide to it but i'm on mobile and it's hard as hell to select and do things. Also, Crash uploaded a video tutorial on making koth maps. You really should check it out as you're barely starting :) (he talks a bit about height variation too if i remember)
 

Poutinator

L1: Registered
Nov 18, 2015
12
2
INB4 It looks like your Cubemaps aren't working

Try using this thing 'ere
http://tf2maps.net/threads/tutorial-cubemaps-and-how-to-make-them.25699/

It work! :) Thanks you

You can try adding some "height variation" here and there. I'd link you a guide to it but i'm on mobile and it's hard as hell to select and do things. Also, Crash uploaded a video tutorial on making koth maps. You really should check it out as you're barely starting :) (he talks a bit about height variation too if i remember)

I know about his tutorial, it's how I learned mapping ^^

And I'll try to add some height variation,I have somme ideas that I will add on the next version.
 

Poutinator

L1: Registered
Nov 18, 2015
12
2
I tryed to improve height variation by adding a small building and addin a roof over the deck. I did other small change too.

-cubemap fixed
-add clip ramps I forgot on some stairs
-added a roof on the deck
-added a little building near the saw building
-added walls in the saw building to break a huge sightlinezdw
-changed the roof of the saw building
-added small ammo pack and healthkit on the point roof

Read the rest of this update entry...
 

Poutinator

L1: Registered
Nov 18, 2015
12
2
  • added a healtkit and an ammo pack I forgaot to put on blu side
  • changed the wooden path around the cliff for a rocky edge. I think it look more natural and less weird that way
  • changed the roof of the saw building and added stairs to make it more accessible

Read the rest of this update entry...
 

ErickShock

L1: Registered
Aug 23, 2015
20
10
Here comes a full of images post.

Man, your map has a very interesting idea. It's very cool to see how you wanted to create some height variation. However, that variation is rather extreme. There are some areas highly overscaled and boring. I'll show them to you - and other issues too.

2015-12-11_00001_zpsp3of5i9x.jpg

Why is there so much open space? There's no need for that.

2015-12-12_00001_zpsekchluzo.jpg

This wooden platform also is very overscaled. And please, consider removing that short wall. It only blocks player movement (no one likes to keep jump over it).

Now, other issues: some areas of your map are overly bright and others are super dark. Pay attention to how TF2 is somehow "brighter" than other Valve's games, but at least make it balanced.

2015-12-11_00006_zps6xhaxbwq.jpg


2015-12-11_00005_zpshy1emgsf.jpg

Never, never, never make the point this dark. Keep it bright, so players' attention turn to the point.

2015-12-11_00004_zps2kzx4u6g.jpg


2015-12-11_00009_zpshqym3qef.jpg


2015-12-11_00008_zpslitkfzph.jpg

The so bright areas aren't right now a problem, I just did put them here to contrast. Make your lighting even!

And, why are here those health and ammo kits? It's only accessible to jumping classes, and I don't advise you make only few classes having privileges. Oh, and that route over the rocky cliff to the left is also a bit overscaled.

2015-12-12_00002_zpstz9amxee.jpg


Oh, those huge fences you made out of chicken wire are not needed. Just change 'em to some fence props TF2 has. Those out of bounds areas shouldn't catch the player's attention anyway, so those props and some clip brushes would be just enough.

2015-12-11_00003_zpsqgfs76na.jpg


2015-12-11_00007_zps1iapwwfz.jpg


Anyway, please read this guide. It shows perfectly how scaling in TF2 universe is. Keep forward. There's still a lot to improve! =)
 

Poutinator

L1: Registered
Nov 18, 2015
12
2
Here comes a full of images post.

Man, your map has a very interesting idea. It's very cool to see how you wanted to create some height variation. However, that variation is rather extreme. There are some areas highly overscaled and boring. I'll show them to you - and other issues too.

2015-12-11_00001_zpsp3of5i9x.jpg

Why is there so much open space? There's no need for that.

2015-12-12_00001_zpsekchluzo.jpg

This wooden platform also is very overscaled. And please, consider removing that short wall. It only blocks player movement (no one likes to keep jump over it).

Now, other issues: some areas of your map are overly bright and others are super dark. Pay attention to how TF2 is somehow "brighter" than other Valve's games, but at least make it balanced.

2015-12-11_00006_zps6xhaxbwq.jpg


2015-12-11_00005_zpshy1emgsf.jpg

Never, never, never make the point this dark. Keep it bright, so players' attention turn to the point.

2015-12-11_00004_zps2kzx4u6g.jpg


2015-12-11_00009_zpshqym3qef.jpg


2015-12-11_00008_zpslitkfzph.jpg

The so bright areas aren't right now a problem, I just did put them here to contrast. Make your lighting even!

And, why are here those health and ammo kits? It's only accessible to jumping classes, and I don't advise you make only few classes having privileges. Oh, and that route over the rocky cliff to the left is also a bit overscaled.

2015-12-12_00002_zpstz9amxee.jpg


Oh, those huge fences you made out of chicken wire are not needed. Just change 'em to some fence props TF2 has. Those out of bounds areas shouldn't catch the player's attention anyway, so those props and some clip brushes would be just enough.

2015-12-11_00003_zpsqgfs76na.jpg


2015-12-11_00007_zps1iapwwfz.jpg


Anyway, please read this guide. It shows perfectly how scaling in TF2 universe is. Keep forward. There's still a lot to improve! =)

Thank you for your feedback :)

I'll try to fill the open space near the spawn. Maybe I could add some props or change the fence in a way that will make this area smaller.

I will also shrink the wooden platform and lower the road on the cliff.

For the next version I will try to put more height variations on the ground itself instead of adding buildings and area that can only be accesses by jumping class.
 

Poutinator

L1: Registered
Nov 18, 2015
12
2
I hope I fixed a lot of issues in this version. I realy like to see my first map comming to life :).

-raised a big part of the ground and the base
-shrinked the wooden platform
-lowered the path on the cliff a lot
-I made displacements
-removed the ammo and healtkit on the roof of the point
-added stairs where needed
-added props and a building part the define the and of the map
-and probably other small details I forgot
-the capture zone is now bigger

For the next version, I want to find something to make the route that goes around the base more interesting.

So tell me what you think about it, I hope you like it.

Read the rest of this update entry...
 

Poutinator

L1: Registered
Nov 18, 2015
12
2
I dont realy know what I should change next. I think I have to try the map but I'm not sure, is there any very obvious mistakes I should correct before trying it on a gameday?
 

Poutinator

L1: Registered
Nov 18, 2015
12
2
With the gameday I learned that the overscaling of my map was worst that what I thought and not where I was trying to fix it. I will try to fix it the better I can.

I also have an other map project I started. I will use everyting I learned by making this map and by looking at other maps an tutorials. I am realy motivated and I'm sure I will make a good map one day :)