KotH Stratofort

Dense_Electric

L1: Registered
Oct 29, 2010
22
14
This is my first real TF2 map. I've released one other map at the time of this writing, but looking back on it it was sort of a lesson on what not to do. This time around I did things right - started with dev textures and simple brushwork, then added lighting and gameplay-relevant props. It took a while, but I managed to get the HDR lighting right and the KotH system working (thanks to whoever uploaded the tutorial here, the one on SDK Docs isn't complete :glare: ). I'm hoping to get a slot on the next gameday so we can playtest this, in the meantime I'd appreciate any feedback.

(I've just uploaded this to ModDB, so it might not be avalible for download for a few hours).
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
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Looks purdy. Can't wait to try it out.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Reminds me of the loneliest outpost. That's a good thing!
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Upload your map to our Download section so we won't have to wait for a poopy site to get it up :D
 

Dense_Electric

L1: Registered
Oct 29, 2010
22
14
Upload your map to our Download section so we won't have to wait for a poopy site to get it up :D

Done, didn't realize this site had it's own upload feature. Should be able to download it now. ;)

make sure to player-clip those pipes (4th screenie)

Derp, I knew there was something I forgot to do in there. It should be fine for the first playtesting (I didn't get hung up on them too often), but I'll put that on the to do list.

EDIT: I've actually made a design for a map very similar to this one. xD I guess I may not use it.

Heh, you should upload it anyway. I'd love to see the comparison.

Reminds me of the loneliest outpost. That's a good thing!

Oh wow, I looked it up and it does. On that subject, does anyone know of a tutorial that goes over how to use that fading, foggy effect toward the base of the map? I'm looking to do it for Stratofort but I've never used that effect before.
 
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Dense_Electric

L1: Registered
Oct 29, 2010
22
14
Alright, now that the first playtesting has happened here's what I think:

Allover, I'm moderately happy with the design. It was ultimately fun to play, and that of course is the final goal. I felt the classes were mostly balanced (the heavy was somewhat overpowered, but I think the proposed changes below will fix that), and that the number of alternate routes was good (the ramps on either side of the point I feel worked particularly well).

That being said, there were a number of things that didn't go so well. Here are my ideas to fix them:

Major fixes:

- I'm considering moving the point into the central room, but I don't know yet. It would obviously require some major changes to that area. If I do it will be after at least one more playtest, so the rest of these will be as if I decide not to.

- Reduce LOS between spawn and the point. I don't think another building needs to be put there, but something needs to provide a bit more cover. Perhaps expanding the existing buildings (the ones with the big glass curved facades)?

- Provide more cover around the point. I think I'll try building a small, somewhat open structure around the point and see what that does.

- Provide barriers to reduce airblasting off the point. I saw a bit too much of this. I'm thinking the barriers will somehow be incorporated into the structre around the point so as not to seem too random.

- Find a way to limit access to the areas around the spawn rooms. There was a bit more focus around these areas than I'd thought. I'm thinking for starters I'll widen the doorway on the two buildings immediatley outside the spawnroom so that combat doesn't hit a snag in that area. Any other ideas?

Minor fixes:

- Fix shadows (it was a weird reddish color for some reason)
- Remove the pipes in the center room (to limit classes using the vents for flanking)
- Replace the medium health kit in the middle area with a small one
- Replace the junk piles with plain old stairs (they really didn't work as I'd intended and I think standard stairs would prevent people getting hung up)

I'd love your feedback on these changes and suggestions for additional changes.
 
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Sep 1, 2009
573
323
Really the only problem i could see is that it is a bit too open around the point
 
Aug 10, 2009
1,240
399
I like the look of it, the curves are pretty sweet, buuuut the entire point area is really open and bare, and despite the interesting geometry I think it really needs something to spice it up because it doesn't look like it will be too much fun atm.
 

Dense_Electric

L1: Registered
Oct 29, 2010
22
14
Stratofort A2

Version A2. I fixed a number of issues with the previous version.

- More fully enclosed the point with a pair of small buildings and more barriers (the biggest complaint during playtesting was that the point was too open)

- Moved the observation buildings (the ones with the big curved glass windows) toward the middle to break up that big, open area

- Removed those annoying junk piles and replaced them with plain old stairs

- Removed the pipes in the middle room to limit the number of players who can use the vents for flanking

- Replaced the medium health pickup in the middle room with a small one

- Fixed the bug with shadows appearing red

- Textured the vents with final textures
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
Please don't make a new thread every time you release a new version. I'm going to merge this with your other thread.
 

Dense_Electric

L1: Registered
Oct 29, 2010
22
14
Noted. ;)

I don't know if anyone downloaded it yet, but I re-uploaded the new file with a slightly modified version (A2a if you will - the filename is still just a2), so if you downloaded before about 6:30 PM EST you'll need to re-download (of course if this gets in for playtesting again you'll probably just download the map pack, so I don't excpect that will be an issue).
 

Jonny

L2: Junior Member
Oct 29, 2010
52
5
Hey, i found the layout very fun - at least as scout, and I liked the z axis and jumping down to attack people, as well as walking on the pipe round the side of the curved class hut bit.

I read you've changed things but getting up that rubbish pile and through the vent didn't seem worh the effort.

Otherwise add lights as it was overall too dark in many areas, even just point lights to highlight parts at the moment as your working on the bsp still.

Look forward to seeing what you change :)
 
Apr 13, 2009
728
309
I like the concept. Layout is simple but good. I'm surprised minisentries were so effective in the first couple of rounds and I don't know what to make of it. A full-sized sentry farm pointing at the point might be able to completely lock it down. Or maybe it's just a case of too many scouts.

One thing I didn't like, the curved building on the side is basically a death trap. If a soldier, heavy or demoman sees you get in there, you can't get out, and you're most likely screwed against the other classes too. Maybe put a dropdown to the path below ?