Altitude

KotH Altitude B4

AndroidWG

L1: Registered
Feb 21, 2018
11
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Altitude [KOTH] - Small KOTH map set around a radio tower.

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Hey! Welcome to my first map for TF2. As you might expect, it is not very cool or big or... nice. But I hope that with some input from other players I can maybe turn this thing into a actual full functioning map.

Anyways, this is a (very) small KOTH map that is supposed to be set around a radio tower on top of a cliff like the ones in Yosemite (huge drop in one side, small slope on the other). It is in Alpha one, and I'm actually ready to start texturing and detailing, but I decided to upload to the Workshop to maybe get some feedback on the overall layout of the map. I personally feel that Snipers don't have much of a space here, and that the middle area might be a little too open. If you have any ideas for what to do here, please leave a reply here or if you really want PM me on Reddit (where I am all the time): /u/AndroidWG.

Here's some screenshots:
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Hope ya'll have fun! I'll probably update this every day or two at least for now.
 

AndroidWG

L1: Registered
Feb 21, 2018
11
0
Ha! You thought I wouldn't update this and just abandon it on the side of the road? Not yet! We'll have to wait for the beta for that. Anyways, here are the changes:

- Added new area to the north of the map
- Changed spawn height to prevent spawn camping by removing the high ground for the enemy team
- Expanded spawn
- Added a third exit on the spawn
- I compiled this with fast vvis, so if performance is slower than usual that's sort of supposed to happen. Though on my testing it should have a visible decrease in performance if you have at least a somewhat-a-little-bit-quite-decent PC.
- Yes, I know that you can jump out of the playable area very easily right now, but I'll fix that don't worry.

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AndroidWG

L1: Registered
Feb 21, 2018
11
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OH BOY! I had quite a lot of time yesterday to work on this map and since there's no big change in doing currently with it (like on A2) I decided to release this sort of minor update. Here are the changes in Altitude Alpha 3 (at least the ones I can remember of):

- Added supports for spawn balcony
- Minor fixed in the geometry
- Added windows on all buildings to see how much the player should "see trough walls". Basically I added them now because of balancing and asthetics
- Added small "shed" in the open area in front of the northern buildings to prevent Snipers having a huge advantage
- Also closed off the top floor on the north building for balancing purposes
- Added a few new props around the newer areas
- Added a No Build area on top of the tallest buildings near the CP to prevent Engineers being able to have a massive highground that even Obi-Wan would be jealous of
- Added rocks on the side of the first buildings (counting from spawn to CP) to force players to the first chokepoints
- Added sun halo/lens flare
- Still using fast vvis, so performance might not be optimal in some PCs.

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AndroidWG

L1: Registered
Feb 21, 2018
11
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Hey fellas. Sorry for no updates since Alpha 3, I only kept this updated on the Workshop and I kinda went on a hiatus in the past 2-3 months. Version Beta 2 focuses a lot on performance, meaning that all the optimization I didn't do since the start I had to do now. Took me a long time but it's here, and it is working nicely. On Beta 1, I textured all brushes and added some details, and now that optimization is done I'll get around finishing detailing (which is severely lacking now) and making the 3d skybox.

Hope you guys have fun!

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Nov 28, 2017
130
118
Looks very nice! Though the hallways and tight corridors seems not good gameplay wise. Doesn't really matter though because its your first map and it looks decent compared to my first map.
 

AndroidWG

L1: Registered
Feb 21, 2018
11
0
Looks very nice! Though the hallways and tight corridors seems not good gameplay wise. Doesn't really matter though because its your first map and it looks decent compared to my first map.

Yep, now I'm seeing the gameplay flaws in the design. I'm aware of them and I'll try to do my best to minmize them since changing anyhting major now would be a pain the ass.
 

AndroidWG

L1: Registered
Feb 21, 2018
11
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Beta 3 is here and it mostly brings some detailing to the map overall, with a bunch of overlays for you guys to enjoy.

- Fixed Area Portals on the stairs leading to the bridge on each side.
- Added plenty of overlays and props around the map.
- Added spotlight on tunnel leading to the south area of the map.
- Fixed sorta weird looking doorframe on respawn rooms' tunnels.
- Changed lightning inside buildings and added halo on lights.
- I think that's it, might have forgotten something though.

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AndroidWG

L1: Registered
Feb 21, 2018
11
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Beta 4 is up! This is a small update and it brings...

- Grass patches
- Swaying trees
- Revamped tunnel with a pretty balcony
- Fixed cubemaps in some places
- Added fog
- Maybe some other stuff I forgot

That's it! Next update will focus around making the skybox and fixing that very shitty cliff side. Stay tuned!

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