KotH Lakeside

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3Dnj

Ducks
aa
Dec 21, 2008
288
638
Scotland tom, I like your suggestion :)

I have tested this one too, with a little modified hydro theme :

koth_lakeside_a10010.jpg


i like the contrast between bright and dark area.

Anyway, I can keep 2 different light settings, one for koth and another for cp.
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
I like that one better than ScotlandTom's even. Much better.

If you add any team coloured stone, it won't look as odd or out of place with that sort of lighting either.

Kep
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
haha, you gotta be kidding.
I always hated, hated, HATED what people did with the egypt stuff - because it didn't look like tf2 world at all.
But this.....
Now tell me, that you prefer the old version, 3Dnj, and I can never take you serious again ;)
That's so much better in so many ways ! Everytime someone makes another stupid yellow egypt dreamworld I challenge him to check out this thread.
 

Impulse

L2: Junior Member
Nov 1, 2009
51
18
So much better than the other Egypt themed maps lighting, it shows the contrast between cool and warm colors that TF2's art-style emphasizes so much for the individual teams, also with lighting like this you could tweak the angles to attempt to make one side of the map more shadows and cool wile the red side brighter. If you were able to do this it also makes the differentiating the two teams allot less in your face than adding colored textures to the strictly yellow Egypt theme.
 

benhenry96

L1: Registered
Sep 21, 2010
29
19
Good job! I definitely like the new hydro lighting. It makes it look...more Egyptian in a way.
 

Scotland Tom

L6: Sharp Member
Jan 19, 2008
332
64
Really like where the hydro lighting is going, but I think a little of the desert feel has been lost. My suggestion for further tweaking would be to add just a touch more yellow back to the sunlight (not too much though) and then change the ambient lighting value to a warmer color like a rusty red-orange or something like that to warm up the shadows a bit. The hydro skybox also lacks the blue that would really give you some great contrast.

Here's another illustration of what I'm talking about based on your most recent screenshot:
Lakeside%20Suggestion%202.jpg


You can see how the areas in shadow are slightly warmer, the sunlight is slightly more yellow and the sky is a bit more bold with the blue.

Hope that's helpful. Again, really really like the look of this map so far. Probably a better use of the egypt theme than the original egypt map.
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
So I'm working on a playable version (just need to clip) and a new name.

What do you think of koth_sobek, sobek is the deification of crocodiles and you will see some crocodiles near the lake of the map, so this area could be the temple and the lake of sobek.
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
sounds untf2-ish. But names can be changed later ;)
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
I everyone :)

So I made aplayable version of the map, I should propose it for a gameday (first one, yeepeeh!!)

You can download it at the firs page or here : http://www.minerality.fr/maps/source/tf2/koth_lakeside_a1.7z

a1 - Map is playable for gameplay test. Added a 3D skybox with a shitty water transition.

Some things you have to know :
- No sound yet.
- Fast clipping, essentialy to avoid peolple go outside the map.
- Full compil.
- Fast opti, only areaportal at the moment.
- I take a little more time to work on the red spawn.


I didn't spend a lot of time on the visual since the last screenshot, I want to know firts if it's fun to play :p
 

Impulse

L2: Junior Member
Nov 1, 2009
51
18
Just gave the map a quick run through, overall it was nice looking and the clipping seemed fine for the most part.

The first thing i noticed however is the lack of soundscapes, at least in the spawn.

koth_lakeside_a10001.jpg


Here where the bricks start you can walk against the fence and your view goes up and down spurraticly, i think there should be a clip brush here assuming no one is going to stay at that spot long enough to notice or raise the displacement.

koth_lakeside_a10002.jpg


You need to mark your capture area, it is much larger than the point itself is and should have a board or some other indicator on the ground of where it starts.

koth_lakeside_a10003.jpg


koth_lakeside_a10004.jpg


These "2fort" panels have team coloring, i was looking at them to figure out which side i was on but i couldn't because they were both red, i think changing the color wouldn't take away from the environment because they are desaturated and wouldn't look too far off due to the color of your shadows.

hope to play this soon, looks like fun.
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
Thanks you, realy usefull post. I know I had to mark the capture zone but I just want to find something else than the basic stripes. I foud them weird here :/
 

Impulse

L2: Junior Member
Nov 1, 2009
51
18
koth_lakeside_a10005.jpg


koth_lakeside_a10006.jpg


What i was thinking is you could take a board like this one and place it on the boarder of the cap zone, i think people will be able to tell that the sides of the cap zone and the landing of the stairs are a good enough indication as far as the sides.
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
So I was just seeing the source TV demo. It's look like snipers are very powerfull in some spot and lights in indoors area are too dark, but I didn't see large gap of gameplay. Unfortunatly, I could not play the map to see it in live (the server didn't want me) :(

if someone have some important feedback about gameplay (except everithing already said on the feedback area) I would be very thanksfull. i'mplanning some cover on the point and some her place right now.

koth_lakeside_a20003.jpg
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
Alpha 2 is out !




Changelog :

a2 - No major graphic change, only some tweak about layout and perf.

- Added a lot of func details, areaportal windows, hint, fade distance and occluders (runs always at 60 fps on my machine)
- Added some cover in several place and especialy around the point to avoid sniper being very powerfull.
- Added some details in spawns (dont take a look at the flying crates ^^) and in the temple
- Now the colorcorrection should work.
- Added capture zone signage
- Added soundscape (but very wip atm)
- Added a lot of clip but there is probably a lot of work over there yet.
- Increased brithness in indoors area.
- Fixed a lot of feedback from tf2maps playtest.



So if the gameplay looks good, I will planning a beta with a full detailled map and new models (like those brushed crates which are eating some precious fps) and texture and a complete 3D skybox. :)
 

3Dnj

Ducks
aa
Dec 21, 2008
288
638
So I'm working on b1 with a fully detailled and optimised map (I hope)even if I have some trouble about the water skybox connexion :mellow:


Just 2 screenshot for the improvement, an area with some change some people want and where I completely agree :

- A wood stair on the sides of the temple
- make the sniper line shorter.
- deleted the two narrow doors ( yeah that was stupid :O ).

koth_lakeside_b10026.jpg


And this :

koth_lakeside_b10025.jpg



just 2 things a lot of people want me to change but I will never change, double small med and ammo pack and 2fort red sniper fences on blu side (blu skin looks awfull with the rest)


I hope you will enjoy the map :)