drainage_prerelease

Arturus

L1: Registered
Oct 30, 2009
14
0
Welcome, Newcommers to the current edition of Koth_Drainage_Prerelease.

Koth_Drainage_Prerelease is a small map. Made for 6 v. 6 shootouts.
There are many, many high places for soldiers, demo's, and the occational scout to get too.

Layout:

The map consists off a single cap point, and is set in an abandoned water purification facility. There is a large water tank, full of toxic water in the center room.
Teams must run through a breif open strip, before either going onto the roof, and though a skylight, Through one of two doors, or going underneath the building, through a large pipe.

Teams will then battle for the main point, which is on a raised platform, above the exit from the water pipe below. Teams have to be carefull of pyros here, as there are many Hiding places. There is also a platform, ontop of the water tank, for soldiers and sniper to take advantage off. These many features make fun gameplay a sure thing.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Lighting looks good :)
 

Arturus

L1: Registered
Oct 30, 2009
14
0
Thanks. I did try to focus on that.

I am, at this moment making v. 1.1

I've gone for a more unfinished feel, with paint cans, and scaffolding strewn about like chewing gum in a classroom.

---------------

20:13 English Time.

V 1.1 finished. Messed up a few things, made others prettier.
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Just a tip on map versions (where x is any number):

Ax = Alpha #x, testing layout for improved gameplay. Typically very incomplete aesthetically.
Bx = Beta #x, testing aesthetics and small gameplay changes.
RCx = Release Candidate #x, almost complete. Small tweaks in progress.

It helps to document your maps based on this.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
And map names with a "." in the name usually refuse to compile (at least they do for me).
 

Arturus

L1: Registered
Oct 30, 2009
14
0
Currently my map's in the RC state. I've still got to sort out a few lighting mistakes that for some reason, Hammer's thrown at me. Then i'm done. Oh, and there is no . In the name. It's just Koth_Drainage_Prerelease.

I've added a few more astetic features.

There is now a awning infront of the spawns.
And i've added some good rocks.

And hanging lights, in the main building
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
What if you change something with the RC but still aren't ready to go final?
 

Arturus

L1: Registered
Oct 30, 2009
14
0
What do you mean?

I'll continue with v3, and v4.

Then when i feel it's ready. It'll become just koth_drainage



Oh, and i really need help with something:

How do i submit my map to these new fangled "Gamedays"
and, on the other hand, where can i find these gamedays? I often see them as a notification on steam, but i can never join them, as the server IP, or name is never given!
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Just some tips without actually playing the map:

1. Rotate the texture on the sides of the wooden platform in the first pic
2. Two medium ammopacks on each side of the canal in pic 2 are a bit overkill; might as well use one large or go for a challenge and leave one medium
3. Rotate the texture by 90 degrees on the vertical part of the wooden fence thing in pic 3; also, I'd suggest matching (shift-a, select texture, RMB other texture) the textures on the underside of the bridge in the same pic
4. Try rotating the barrels on the z axis in BLU (and I assume RED as well) spawn to make it seem more random
5. On the main point, four small ammopacks are too much; I suggest leaving two in opposite corners

I'll critique more when I try this one out :D


EDIT: to submit your map for Gameday, go to Forums>Events and pick the day that's right for you. Just remember to submit a correct form! Also, the Gamedays are on the official TF2M servers; I forget the IP though :/
 
Last edited:
Aug 10, 2009
1,240
399
If you didn't find out, gamedays are located in events>Gameday stickies.
All the rules and logistics are explained in there.
EDIT: Oops, I see Seba attended to that.

As for you map itself, it seems a little presumptuous to release a final map to the public. Maybe this is the way you have done it on other forums, but here a map is made with the community as well. Testing is very supported and relatively easy to arrange here (Which I really like) and has a primary focus of perfecting your map through outside opinion -- so its not a shot in the dark, however accurate.

Unless you ARE getting internal testing I would strongly recommend testing your map, or chances are, it won't be too well received.

Teams have to be carefull of pyros here, as there are many Hiding places.
I would caution against this, because that filters what classes are used a lot, specifically the hiding places.

There is also a platform, ontop of the water tank, for soldiers and sniper to take advantage off. These many features make fun gameplay a sure thing.
You'll only find that out through testing ;)
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Yes, you should always pakrat :)