Ridgetop

KotH Ridgetop a21

JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
Ridgetop - A koth map with a tunnel beneath the point.

This map evolved from some old designs I drew a couple years ago. It features a tunnel under the control point as a flank route. This is the first map I've made after taking a break from mapping in general for over a year.
 

JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
I want to be sure the map plays well before I mess with lights.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
You HAVE to put in lighting. Like, any lighting at all. Otherwise your map can't be tested. Fullbright maps break the server, so we're not testing them. Put a light_environment in that matches your skybox, then place some ordinary light entities in hallways and spawn, as well as inside buildings.

And it also seems like you didn't use a TF2 skybox. Pick one here, alongside the lighting settings for your light_environment: https://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
I'm using a TF2 skybox (sky_hydro_01). I have a mod that changes the skyboxes on my client.
Whats the mod? Do tell, i think it looks really cool
 

JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
-Made the spawn rooms a smaller.
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-Added changed medium health packs around point to small.
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-Added medium health pack under point.
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-Made the windows around point easier to get into.
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-removed collision on floor lights
-Raised ceiling of buildings surrounding the point.
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-Changed grass texture to a TF2 Texture.
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-Added a couple of walls to the raised area around the point.
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-Spawn rooms now only have one re-supply cabinet.

Read the rest of this update entry...
 

Mr. Chillington

L1: Registered
Aug 13, 2016
3
1
Mfz44xZ.jpg

So i feel like that space is not really doing much so maybe finding a way to use it for something?
Vt5COxx.jpg

so maybe something like a stack of boxes so someone like a spy could jump up and over and maybe even make it to a window.
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maybe add a smaller box so you can climb on the boxes and jump to the ramp might be useful for getting away from someone chancing you
also could lead to interesting backstabs.
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something needs to be done about this space but im not sure what.
 

JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
Made a few small changes as suggested by a friend of mine.

-Removed unused areas left of the spawns.
Before
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After
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-Moved some boxes.
Before
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After
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-Added a pile of planks nest to the walls near the point.
Before
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After
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Read the rest of this update entry...
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
Consider uploading your map to the Impromptu on the Steam Group chat,or in the Game days (if you haven't.) You'll get WAY and better feedback than ever,with coordinates of where things are happening,and even a demo to play and watch how good/bad/something the map was.
 

JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
Consider uploading your map to the Impromptu on the Steam Group chat,or in the Game days (if you haven't.) You'll get WAY and better feedback than ever,with coordinates of where things are happening,and even a demo to play and watch how good/bad/something the map was.
I've already done that.
 

JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
Added a truck in front of the main spawn door to block a sightline directly into the spawn rooms.
20160817172430_1.jpg

Added arrows in courtyards in from of the spawnrooms to show all possible routes.
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Added a medium health kit and medium ammo pack in the center tunnel between second courtyard and point area.
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Expanded the Sniper deck buildings so they aren't so narrow.
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Made the area around the control point larger.
20160817172543_1.jpg

Raised the ceiling on the middle and right routes from spawn to the second courtyard.
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Read the rest of this update entry...
 

JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
-changed skybox texture to sky_alpinestorm_01
-changed some of the walls around the contol point
-added lights to the control point
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-removed the long platforms to the sniper deck.
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-added a small health pack at ends the ends of tunnels at the point.
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-changed the displacement to a ground/snow blend texture.
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-changed the height variation on the left route from spawn.
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Read the rest of this update entry...
 

The Smk

L3: Member
Oct 15, 2015
119
21
Ok so i looked at it ingame first of the snow texture loooks a bit to bright (maybe tone it down a bit)

20160822230515_1.jpg

A Engineer can build ontop of the house which itself isnt a problem but when a sniper teleports up here the enemy team has bascically lsot (if the sniper is good) becuase he has an op sightline

20160822230104_1.jpg

you forgot a ramp here which makes it possible to go under the map.