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Moose

L6: Sharp Member
Nov 4, 2009
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616
This is a KOTH map based around a river/stream.

Map is no longer bone-crushingly small, but obviously I think the layout will need more change. I have a couple of ideas for things to do, but obviously I'd like some feedback.
 
Last edited:
Aug 10, 2009
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Wow looks nice, but in the last screenshot I can see a med/short but powerful sightline. Also, is that river made with proxies or something cos it looks gorgeouuuuuuuuus :O

And watch that displacement leading up to that ramp, I would try to match that up as best you can ;)
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
Wow looks nice, but in the last screenshot I can see a med/short but powerful sightline. Also, is that river made with proxies or something cos it looks gorgeouuuuuuuuus :O

And watch that displacement leading up to that ramp, I would try to match that up as best you can ;)

That sightline seemed fine when I played with bots, but those are bots. I'll do something about it if I find any issues.
Also, the river was created using the scrolling waterfall textures from sawmill. It's a nonsolid displacement with a translucent version of said texture over a version I turned into water. I also put those waterfall splash particles around it for splashy effects.

Looks rather small.

Remember that the majority of fighting actually happens around the point and not necasserily on the point.

I know the map is small, and I'm expecting to change the layout a lot. I just don't have any ideas right now.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
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I like what I see. That river had better push you.
 

Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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Moose

L6: Sharp Member
Nov 4, 2009
312
616
I'd say step it up a little and make it arena. It's pretty much just an arena map with respawns as it is.

Yeah, I'll either turn this into arena or expand it, and I'm only hesitant to make it arena because of how a lot of people feel about the gamemode.

as for the river pushing people, I actually messed with that earlier, but obviously since the map isn't mirrored it's not happening.

For gamedays, I'll probably wait until I have an alpha with health and ammo, and even then I'll probably just do impromptu tests mostly.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
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May 21, 2009
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I demand you release the materials used for the river, then. Or is ir a horizontal waterfall?
 

Moose

L6: Sharp Member
Nov 4, 2009
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616
Alright, a1's here. Didn't change all that much besides adding health and ammo, but there are a few small things. Still would appreciate any help from somebody who's run through the map.
 

Radenska

L2: Junior Member
Jan 31, 2008
53
18
Hey Moose,

How did you get the material off the waterfall model and apply it onto a displacement w/o having to repack it into the .bsp?

The river is really well done - the sound/particle systems make it rather convincing.
 

mtv22

L3: Member
Feb 28, 2009
116
22
Just running around it a bit I first noticed the water is really loud, I had to turn my sound down it was so loud.

The map looks pretty solid, but the transition from building to outside is kind of bland, maybe its just because you haven't decorated it yet.

Also, I think it would be better if there was a level above the cap point, because it seems like whatever team would have it would start raping the other team.

Lastly, there's just a little crack in this wall.
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
a2 released:
Entire map is larger!
Changed a lot of the layout
Fixed a couple of sightlines
Fixed other various things

I changed a lot. Previously the map was incredibly small, and now I think it's a much more decent size. Although I don't know how the layout changes I made will work, I hope they'll be alright. I already have an idea of a couple of things to change, but I'd really like some feedback to get ideas for how.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
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You took my suggestions! I'm proud of you, son!