Death Ray

Brits

L1: Registered
Aug 17, 2010
16
3
Death Ray

Hey, so this is my first attempt in mapping. Death Ray is an alpine(-ish) themed KOTH map, which takes place around the control tower of the deadliest death ray.

Current version: A3

To do:
  • Reconsidering/rebuilding the structure of the central building. Removing windows and giving some props for scouts to get to the upper platform if necessary.
  • A tower on the top of the central building, some effects (inspired by this)
  • More optimization
  • And the usual stuff, better lights, textures, etc...

Any feedback is welcome. ;)
 
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archy

L1: Registered
Oct 10, 2009
15
3
wow thats the first time that i REALLY like how an A1 looks like. considering that there are still dev textures, i still think that it looks awesome and like fun.

probably the most convincing a1 that i have ever seen, especially KOTH, a game mode that i personally do not like very much. in fact, this is one of the few maps that could make KOTH fun for ME. i do not map for ages however... but still awesome. gj
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
From what I can see, those grain-tubes leading to the point building don't lead into anywhere! It's good idea, using them as a walkway but when you come to detailing, keep in mind that something should be passing through, inside them.

Other than that it's looking great! - I love inside the cap building. it's very clean. :D

Edit: the light props inside the point building look rather repetitive. Try using less / different props.
 
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Brits

L1: Registered
Aug 17, 2010
16
3
Wow! Thanks guys, i didn't expect this. :)

From what I can see, those grain-tubes leading to the point building don't lead into anywhere! It's good idea, using them as a walkway but when you come to detailing, keep in mind that something should be passing through, inside them.

Other than that it's looking great! - I love inside the cap building. it's very clean. :D

Edit: the light props inside the point building look rather repetitive. Try using less / different props.

Yeah, I'm aware of the tubes not leading anywhere, planned to fix that during detailing, but now I think the sooner the better.

I'm going to fix the light props for the next version, thanks for the comment. ;)

All I'm going to say is that I think the back areas of the overhead could use a bit added to them.

I'm very sorry, it must be my lack of English knowledge, but I just can't understand, what you mean. :(

--
Thanks again for the feedbacks. :)
 

Attsy

L3: Member
Jan 31, 2010
110
29
Im loving the look of this map. I dont like the exit signs in the cap building. Looks kinda silly, especially if there on the other side as well.

I think that sight line on the third screen shot might be a problem as well, the one from one side of the map to the other, cant really tell with out playing the map.

Also you should totally make that tesla tower on top of the building. Something simpler with out all those windows but make it none the less. It would be awesome and a fantastic landmark. Right now it just looks like a evil billionaires hideout, who didn't have enough money for a dooms day device.
 
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tyler

aa
Sep 11, 2013
5,102
4,621
Once you optimize this I'll stick it on my group's "playtest this" list. It's not a regular occurrence or anything, but I keep it up to date and many of the maps go into rotation. I like this map a lot from the screenshots -- would love to play it.

Optimization isn't too hard, it's just complex and requires a little thought. Once you figure it out, it's smooth sailing.
 

REEJ

L420: High Member
Aug 26, 2010
437
176
Good and sane looking KOTH
Sir, you are chosen for the mission impossible

Looking forward to seeing this on gameday
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
The areas around the central building could be a bit too large from the what I see, but otherwise I enjoy the fancy brushwork and interesting height you have going on.

Also, to recap what Spank said, the courtyard is a bit too open from that ledge on the far wall, perhaps putting some additional cover (maybe a shed with some health/ammo) would lower the power of that area.
 

Da_Man

L4: Comfortable Member
Aug 23, 2009
173
39
Holy shit this looks awesome. It looks really nice from an a1 perspective. Throw it up for gameday, I wanna see how this plays.
 

Brits

L1: Registered
Aug 17, 2010
16
3
Hey, thanks again for your feedback. :) I'm at home again and able work on this.

I've been experimenting with covers and avoiding sightlines, but I didn't really managed to build anything, that I'm satisfied with. Actually, I'm thinking of leaving the layout in this state, and submit the map for gameday, and we'll see how it works, is that sightline on the third screenshot really bad, what are the actual main problems, etc.

I've done some optimization, though. It must be pretty lame yet, but the compile time has decreased from ~4 hours to ~40 minutes, and I has experienced better ingame speed (from 30-50 fps to 50-70 fps). Will be better...

Expect A2 release soon!;)
 

Brits

L1: Registered
Aug 17, 2010
16
3
Okay, so A2 is released..

After all, instead of adding something to the map, I've found more details, which can be a problem later, and I have an other two weeks away from Hammer.. :( So A2 is the optimized version of A1.

I'm going to submit it for gameday soon.
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
koth_deathray0067.jpg


floodlight spam!

Map does look nice though, can't wait to play it in gameday.
 

Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
I really like this map, but might be worthwhile to lower the cap building a bit, the ramps up to it are incredibly steep. And a route to get to the upstairs balcony inside the cap building from the inside would be nice as well. I think you had some sightline issues directly out of spawn where you can see from one side of the map to the other.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Lower the cap building a bit, yeah. maybe lower the thing with the cap on as well. i kept shooting myself becuse my rockets hit it, and people on the cap have noticable vertical advantage.

The cap also needs more health, at the moment the team with a medic on the cap wins. I'd suggest a pair of small healthpacks on each level.

maybe something in the middle of the top layer, like a hanging bank of screens. this would make fighting on the top layer a bit more interesting. It also breaks up the sightline, literally from one corner of the map to another through those top doors.
 

Pc_Madness

L4: Comfortable Member
Aug 31, 2009
164
51
maybe lower the thing with the cap on as well. i kept shooting myself becuse my rockets hit it, and people on the cap have noticable vertical advantage.

Yeah I noticed that as well, but it did make for handy cover. Last thing you want is for people to use the doorways as cover and just spam onto the point.
 

Brits

L1: Registered
Aug 17, 2010
16
3
Thanks for your feedback! ;)

Well, A3 is released!

I've lowered the main building with 64 units, we'll see that's enough. I've lowered the cap zone and the outer buildings as well...

I've changed the tube, because of changing the heights and finding that kind of tube not so authentic.. :p I know it would be better if it was a prop, but I have no experiences in modelling.. same with the tesla coil over the capture point. Yes, that ugly thing is supposed to be a tesla coil...