Waterdome

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
koth_Waterdome

Thank you for helping, Snacks! I've got new textures and lots of input coming in from him.

A6
-New window textures (still no backdrop)
-Spawn moved down
-Spytech theme with some props
-Updated screenshots

Other changes are too numerous to list.
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
i rly rly hope that brushworks around point is func_detail
oh please tell me it is
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
ohhh, i was really afraid you made that issue
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
oh,i dint notice the hud. thought thats hammer screenies
 

Cynick

L4: Comfortable Member
Feb 7, 2010
153
284
Fullbright map is fullbright. Add some lights.

Other than that, the only problem I can foresee is that it appears that there is only one path from the spawn to the point, so it could get spammy. Probably should add another path.
 

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
Fullbright map is fullbright. Add some lights.

Other than that, the only problem I can foresee is that it appears that there is only one path from the spawn to the point, so it could get spammy. Probably should add another path.

Yes I've noticed both those issues. I just like releasing what I'm working on so others can see ASAP. I'm still deciding where to put the second path to middle because the placement of my initial design seems off.

Also you can't tell in the screenshots but I've always had problems building cubemaps... in fact I've never been able to release a BSP with them working. And yes I have looked here: http://developer.valvesoftware.com/wiki/Cubemaps

What does everyone think of the dome with versus without glass though?
 

Cynick

L4: Comfortable Member
Feb 7, 2010
153
284
Agreed. Cubemaps are a pain in the ass. However, you may be having problems because you don't have any lights...I think cubemaps need non-fullbright to compile correctly (they need something to reflect)

This works for me for building cubemaps (until you get into HDR and all that):
Code:
sv_cheats 1
mat_specular 0
buildcubemaps
mat_specular 1
map koth_waterdome_a1
 

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
Thread updated, a1 version up for download. Hopefully I can schedule in a maptest soon.
 
Aug 10, 2009
1,240
399
So, the test went great :D

I like the mid, and I hate to be inspecific but I feel like it could be refined. It feels open and a little cumbersome with all the sightlines that cut through it, I'm sure with a bigger player count it could be a bigger problem. The area behind the wall feels a little superfluous, I'm not sure why it's there aside to break up gameplay, but a better test can answer that for you. As others said though, make the side rooms much more obvious. Try not hiding them behind the back wall and instead make them much more obvious (possibly expand the entrances themselves).

You might want to clip those places we slapped onto and rocket jumped on to at mid, they could be a really powerful spot for a demo or a soldier. Don't forget to clip all the stairs, and the vertical drop is fun, but possibly shorten it and have a vent that will only boost team members back up? Like the air vents in Ivory from Halo 2, if you played it.

It also looked like you had some overlapping brushwork at the top of the spire at mid, and also on another spawn note, if you added brushes like you have going up the corners of the whole up the middle of each wall instead rocket jumping up becomes possible. idk. :p.
 

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
A2 is out, hopefully I can playtest it soon. Still no water outside, mainly because I'm testing layout and I'm still trying to make it work.

A2 is now A3.
 
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Lockhart

L2: Junior Member
Sep 1, 2009
96
2
Gameday bump, if anyone has feedback.

Edit: Well I watched the demo, plenty there I suppose.

- The map layout before was better in earlier versions
- There's not enough water for it to be called waterdome (I was aware, working on it, the dev textures are to be underwater windows)
- The map was too many rooms with just ramps? Something like that. I have no idea what they meant.
- The spawn room's drop down is unnecessary and everyone hated it? I'm not sure why, really I thought it was sort of funny/entertaining. It only adds a few seconds and the spawns aren't far from middle.

Overall I got the vibe that I shouldn't continue the map with the feedback. But I'm determined to release a map and so against popular discourse I'm planning on opening up the middle again.

Suggestions are always welcome. Just a sidenote: Go easy on the rookie mappers and give more constructive feedback.
 
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Lockhart

L2: Junior Member
Sep 1, 2009
96
2
A6 Update.

Trying a new layout, along with more detailing in the map. It's got some neat new glass textures but they still need something behind them to refract, or so I'm told. Any and all feedback is appreciated, hopefully the theme is clearer now!

p.s. Snacks is super amazing!
 

Firest0rm

L4: Comfortable Member
Sep 27, 2009
171
33
it was fairly fun during the gameday, but it was far too hard to cap the point when the other team controls it
also, i got lost several times, and signs could help that. Also, some textures were really messed up. I think the water ones (based on the screenshots) were completely white for me, which looked ugly. Whether that's because of the fps config i'm using or because of incorrectly pakrat'd textures or whatever, it shouldn't be happening
 

E.B.

L1: Registered
Mar 15, 2009
49
39
The water textures on the walls don't work. They're static and if you make an explosion near them, the explosion visually goes off behind the water brush even though it's actually out front. I remember hearing that water texture only works on the top of a liquid, which is supported by the fact that your map only has working water textures when they're showing the top of a pool.

Also, you should probably move the resupply cabinet. Where it is now, one of the doors clips through the pyro mask on the side of the team lockers (edit: on red side only, on blue side the same mask is stuck into the wall). And you can stand on top of the bay window structure in the cap area.

And some of your stairs (everything not around the point I think) aren't playerclipped. I point this out a lot, but it's a pretty easy thing to fix once you know it's there.

big edit: put a grate over the water in spawn, seriously. I assume you did a nobuild for the entire thing like any other respawn room, but check this out:
yvzlY.jpg


I don't think there's any way to fix that exploit other than to seal off the water (or petition valve). And while you're at it you might as well playerclip the ceiling in there.
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The exits from the spawn areas turn the map into a chokefest. I understand that you're trying to push players through somewhat together, but only four stickies could instantly kill anyone that walked through the left (or right for blue) doors.