Kemptown

KotH Kemptown rc3a

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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
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The building on the left looks super strange to me. Something about the lighting there makes the edges look super dull.
These flat surfaces look a little strange considering the town setting and the roadways moving through the scene. One or two windows would do wonders.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
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idk it just seems weird to me that there's an entire stretch of roadway there without any outward facing doors or windows.

For that first blank wall I'd recommend just sticking a vent somewhere.
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
might make more sense if that area were messier with ground props somehow, had more shadow
or put dotd graffiti everywhere
 

Yrr

An Actual Deer
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Sep 20, 2015
1,308
2,743
nah guys you gotta let some parts of maps be simplistic

unimportant areas shouldnt be full of distracting detail
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
I wouldn't make it too distracting, maybe just place some more wires/ropes near the top then, going from roof to roof. Maybe some more windows, or a gutter, if those exist in that environment. I understand detail density is important but as far as I can tell a little more detail wouldn't distract away from the objective if done correctly
i kind of wish there were something covering up this texture seam anyway
 
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Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
thats an edge not a seam

like the corners stick out a couple units
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Managed to gather up the willpower to finally put out a Release Candidate. There aren't actually that many changes; mostly bug fixes and minor visual improvements.

* changed some detailing and removed some clutter to hopefully increase fps
* changed some func_details to func_lod
* fixed some clipping errors
* fixed some floating props
* added some ambient sounds
* easter eggs!

And in case anyone's wondering about that Arena version I had tested the other day: I was hoping to release that at the same time as this, but packing issues has set that back a bit, so I'll be putting that out a bit later on (to not much fanfare, I imagine)

There, I just announced that a project is being delayed. If only the TF Team could manage that.

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And of course, if you haven't subscribed to this map on the Workshop, here's the link!

Read the rest of this update entry...
 
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Yrr

An Actual Deer
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Sep 20, 2015
1,308
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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
this map hasn't been updated in 5 years
Reading this hit me like a truck. Has it really been five years since this map was last worked on?

Oh my god, we're a few months shy of six years since Frontline! dropped...
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Muddy updated Kemptown with a new update entry:

koth_kemptown_rc2

Overhauled artpass:
* Created a 3D skybox (at last!)
* Removed a bunch of custom content
* Also added some other custom content (tee hee)
* Removed a bunch of unnecessary clutter
* Several improvements and adjustments to out-of-bounds details

Also fixed bot functionality.

Known issues:
Some of the fountain's particle effects are missing. No idea why just yet; don't want to sit on this version when it's otherwise ready for testing.

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Read the rest of this update entry...