KotH Hardrock

hardrock527

L1: Registered
Feb 4, 2011
9
2
The map is based around a central capture point located in the middle of a cave. The outside of the map is set in a desert location. It is a small koth map not intended for large servers. There is a alternate path for pyros and spys.

This is a very chaotic map, be prepared for nonstop action!
 
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Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Please provide screenshots of your map so people can see what it looks like/how it might play before they consider downloading it.

A bit more information would be nice too.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
First image:
The frames of your caves are using a Half Life 2 metal texture and the windows on the far right of the screen are also a Half Life 2 texture. You have karst and alpine rocks on top of a desert cliff, which stand out from their natural ability to form and the colors of the cliff itself. There's also an insane amount of bloom past the train.

Second image:
Very open. Other than the not-as-solid-as-they-may-appear props you have in the aisles, there's no real cover to hide behind. Once a team takes control of the central structure it will be impossible to break their defense, and snipers can fire right through the whole cave from the entrances. The cave wall texture you're using is a Half Life 2 texture, and there's no way that hole isn't carved.

Third image:
You have a brick pillar supporting a cave system, and small brick steps transforming into metal staircases. The ammo kit needs a patch beneath it. I disapprove of using payload signs in a non-payload map.

Fourth image:
Again, sightlines. Your pickups also do not have patches here either. I can see holes in your displacement around the point as well. Also, who would put up posters in a cave where they would easily deteriorate from the moisture, even if they manage to stick to the solid rock walls in the first place. And also, someone has gone through the effort of hanging lamposts from said solid rock and then running wiring to them.
 
Mar 23, 2010
1,872
1,696
somewhat useless comment: did you name yourself after the map or vice versa?
 

hardrock527

L1: Registered
Feb 4, 2011
9
2
Thanks for the feedback

Looks like I forgot to get rid of that carved hole, and made the mistake of using hl2 textures.

Does anyone know how to tone down the HDR bloom of the lighter textures?

Also is there a tutorial on how to use/ autogenerate prop_details? I have found this page by valve but I'm still pretty lost http://developer.valvesoftware.com/wiki/Detail_props

As far as gameplay goes, I am planning to sign up for a playtest in the future to find out an extent of the balance issues.

I may need to remove the scaffolding to put in a solid rock pillar to eliminate the view advantage. Other thoughts are to make the stalagmites/tites larger and or more numerous to add more cover. If sniping becomes an issue I can reduce the size of the sniper portal and add cover to the main point.

Also since it is my first map that I am trying to release i named it after myself
 
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RavenStryker

Former Alias: †Blade†/Xi.Cynx
aa
Nov 25, 2008
782
844
in the env_tonemap_controller you will want to take the values and turn them down the values... ex: if they say 1.1; .7; .9 - You will want to make them .8; .5; .7 or something along those lines. That'll take the intensity down.
 

REEJ

L420: High Member
Aug 26, 2010
437
176
to me it appears to have too many different texture themes at once,
that don't seem to mix all too well...
 

hardrock527

L1: Registered
Feb 4, 2011
9
2
I wan to test this this weekend but I don't see a weekend map test event...
I joined the tf2 mappers group and I keep seeing these impromtu tests.

How do I sign up for a map test? and how do I get my map into an impromptu test?
 

tyler

aa
Sep 11, 2013
5,102
4,621
Okrag was sick so a gameday or two got skipped. I think there should be a Sunday one, and if not, the next is likely Wednesday, be patient.

For the events that they send out, if you hang around in chat you might be able to get your map in one of those.
 

waxpax

L5: Dapper Member
Feb 25, 2011
238
151
When I looked at this map last week, I felt it was way too sniper friendly. You have at least 2 sniper decks for either team that have a good view of almost the entire mid and one of those sniper decks has a snack on it (pill and small ammo pack) so the sniper would probably never have to leave that spot unless he was killed, most likely by another sniper. Also, I might be mistaken on this because I didn't try to jump on it and because it's been a while since I've looked at the map, but the top of the cave covering the mid might be too low to really be able to rj and sj around easily, if that's really the case, you might want to look into raising that.
 

hardrock527

L1: Registered
Feb 4, 2011
9
2
Update!

Updated map to RC status. Should be good to go!

If you find any other bugs let me know.

Will be starting work on other projects
 

hardrock527

L1: Registered
Feb 4, 2011
9
2
Hmm seems like there is a couple of shadows that didn't render properly, will fix after a couple of weeks to see if there are any other minor things that should be fixed. Map is live on the BRH server. Found a few other textures that got screwed up.

Player shadows don't seem to be showing up for me and I heard one other comment about them, would this be caused by the sun direction set at a relative noon or is there some other issue? any clues

edit: Hmm this map did not turn out how I wanted. It was a good try for a first map though
 
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