koth_minifarm

shnoz

L1: Registered
Sep 20, 2010
4
0
Alright, this is my first map so give me everything you think is bad about it, at first it was meant to be an arena map but then it became a king of the hill map cause that just seemed better. Possible issues are probably the spawn rooms and the size of the map.

Have fun.


(link just incase i haven't done this right, i'm really not sure what to do: http://www.mediafire.com/?7sl2fdf1d23i3aw )
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Its very plain... though +1 for no fullbright.

Its hard for me to tell from the screens, but how symetric is it? KoTH needs to be symetric.
The Sightlines are horrendus, I don't see any ammo packs or Health Packs.


Remember when your making a map you need to try and accomodate all the classes, so sideroutes for spys, places for scouts to jump around on, etc.
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Also, its your first map I know, but the geometry needs to be more believable. You would never see a structure that's just a line of wooden planks balancing on two other lines of wooden planks.

Also, in the second screenshot it looks like you stretched out the grass texture. That's generally a no-no even though you can get away with it if its minor stretching.
 

shnoz

L1: Registered
Sep 20, 2010
4
0
Its very plain... though +1 for no fullbright.

Its hard for me to tell from the screens, but how symetric is it? KoTH needs to be symetric.
The Sightlines are horrendus, I don't see any ammo packs or Health Packs.


Remember when your making a map you need to try and accomodate all the classes, so sideroutes for spys, places for scouts to jump around on, etc.

Thanks, yeah it's fully symetric apart from props. I didn't take any screens of the health and ammo packs but they're in the yellowish wooden buildings and over the control point.

You make an exelent point about sigtlines though, any future versions will probably be bigger to accomodate other classes.

Also, its your first map I know, but the geometry needs to be more believable. You would never see a structure that's just a line of wooden planks balancing on two other lines of wooden planks.

Also, in the second screenshot it looks like you stretched out the grass texture. That's generally a no-no even though you can get away with it if its minor stretching.

Cool, I'll start work on a more believable on soon and try to find a better texture for the grass
 

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Also, look at the stock maps to see how they made their structures look believable. Look a screenshot of your map then one of 2fort, for example, and see how you could improve. That's what I do.
 

shnoz

L1: Registered
Sep 20, 2010
4
0
A hint I learned when I started mapping, Start with dev textures (just type dev into the textures search to see the list)... don't worry about texturing until you know the layout is close to good.

Yeah i did dev texturing first but maybe i got to proper textures a little to soon, either way i'm working on a sequel which is more detailed, a bit bigger, and has better sightlines to accomodate all classes. koth_miniegypt should be out soon.
 
Aug 10, 2009
1,240
399
I think the map needs... more.

It needs more geometry, and more interesting geometry at that. A square with some buildings is just boring to play in. It also needs more thought into it, I think it would help you a lot if you sat down and had a good think about the map, getting something down on paper and expanding it in complexity and size.