KotH Dillirium

MikeTheUser

L1: Registered
Jul 16, 2010
15
1
East Coast

Hey guys.
This is my first REAL map that I made... and posted on the tf2maps.net

Lights are bright because I wanted to make a bazzar feeling (I hope you've felt it).
 
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StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
Yeah man, for your first real map, it looks really nice!

Enter it into gameday and it'll be played tonight, I want to run around this baby :)
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
It looks great, I would like to see it in the next gameday/s. You know, so we can tell you not only how great it looks but also, hopefully, how great it plays. :)
But I have a question: why Delirium? What's the connection between the map and the name?
Oh, and some of the lights are too bright, like these...
Keep up the great work!
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Misspelling a word because another map already took the original isn't the best thing to do. Pick out another name.

Screenshot 3, how'd that truck get there? o_O
 

MikeTheUser

L1: Registered
Jul 16, 2010
15
1
Misspelling a word because another map already took the original isn't the best thing to do. Pick out another name.

Screenshot 3, how'd that truck get there? o_O

1. Pick out OTHER name?! You sir are nuts! (I will have to rebuild cubemaps and uhhh I'm lazy..)
2. That truck got there by the "Magic ©"


I do not own the "Magic©"
 
Apr 13, 2009
728
309
The detailing's not bad (though it's no masterpiece either), but the map has issues that will probably be made apparent during testing. This why usually, it's better to test a rough draft of the map undetailed, and gradually refine and keep testing until you have something worthy of detailing, and not do the whole map in one stroke and then see if it's actually good.

To name a few issues :
-Very campable spawns
-Extreme sightlines in places
-Very flat, almost no height variation (there are some catwalks out there but they are not accessible). The few 'high' ground spots are only accessible by rocket jumping.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I like what you're going for here -- this theme, as done in cp_tidal, might be one of my new favorites -- but the detailing is a little sparse, and yes, you need height variation. And the name: don't misspell a word because you want to use it. It just makes your map look worse to anyone who knows how to spell, which surprisingly is most people.
 

MikeTheUser

L1: Registered
Jul 16, 2010
15
1
Ah Thanks for the critic!
Now I know in witch way I need to edit my map.
PS cp_tidal? wut is this map?
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Map is too linear, sight lines are too lengthy and health and ammo around the centre are strangle placed. You should add higher areas that view the CP and access into the buildings is probably a good idea for more varied combat that allows all classes to perform to their strengths.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Your map looks really nice, maybe a bit under detailed but it still looks good. A couple of problems though, you have some seriously long sightlines and lack any major hight variation. Also, you probably should change the name, you don't just spell it differently if someone else has that name, and it'll confuse people who are trying to search for it. Otherwise, looks good, nice work.
 
Aug 10, 2009
1,240
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It's great for a first released map! All I have to comment on is what grazr has said; there are some crippling sightlines, and the scale looks to be a bit big. My suggestions are to add some complexity to the map around the middle to reduce sightlines, and to make it more interesting to play :)