KotH Haunted Fall Event

UNREA1

L1: Registered
Jul 29, 2010
6
0
KOTH HAUNTED FALL EVENT CREATED BY UNREAL


MAP RULES

Both teams are allowed to use meelee only, and must capture the only control point placed equidistant from both spawns. They must hold it 2 minutes to win the round!


BACKGROUND STORY

Its Halloween and both teams are scared as hell! They barricaded themselves inside this church but theres only place for one team. They will have to fight if they want to remain inside!


MAP FEATURES

Halloween feeling
Meelee only
Custom loading image
Lighting
Ability to set arrows on fire using the torches
Custom first time captured sound
Detailing
Halloween soundscapes
3D Skybox
Built cubemaps
Particles usage
A pretty creepy ghost going around the control point area that scares the players (Flies and flashes randomly!)
Find out more for yourself you lazy ass!


CREDIT TO TEAM!

I wanna thank everybody who suported me, especially Giblets of Jesus for helping me and providing constructive feedback on the making of this map.


OVERALL

There are 2 known issues, one of them is torches sometimes fail on igniting the arrows, and the other one is I couldn't pakrat the map or else it would crash the client or show some really bad weird shadowing. Something to do with .vhv files that were causing this problem. Appart from that I'm pretty much happy with the final result, I'm not a great mapper so I consider I was lucky with this one. Maybe I'll make a non-halloween version of it one day.




PS: I know its not Halloween (obviously), and the map was released during the Halloween period. I just haven't posted it here because I still wasn't very familiar with TF2Maps.net. I had decided to post it here before but forgot about it.

Anyways, this is my first TF2 map being posted here, and it was my second TF2 map ever released. I had previous experience with Source Engine but just recently got into TF2 mapping.

I posted this map here hoping to receive good feedback, and improve my TF2 mapping skills. Any constructive feedback is welcome!


Map preview created by Paul

Thanks!
 
Last edited:

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Looks very open and extremely simplistic. Even for medieval, I forsee that players will be camped, and it will just become a blood-bath. There is very little height variation, no place for huntman snipers to get distance on (that is, they can shoot from spawn, but that isn't good... more on this below)

The video said that your props were "well placed and out of the way, to provide cover for the players." I do not feel this is the case. Huntsman snipers and crossbow medics will dominate here. I see open spaces, no cover, and those pesky bench props that people hate to jump over. If you have to jump over something constantly to get around, then that area isn't worth having. It decreases mobility of the players and causes general frustration. Since it almost creates a type of choke point.

You're spawns are extremely close, you can shoot from one right to the other. If you can camp the spawn within your own spawn, the game will not progress at all and it will just be a bloodbath. (I know this is medieval, but I'm thinking of huntsmans and crossbows and chargin' Targe Demo)

Detailing wise, again, it is very simplistic, judging from the video I see no side-recognition at all. Although you have a small map, people could get very turned around in it (assuming they can get out of spawn). If they start going towards the wrong side because they can't tell which side they are on and die, then people get frustrated. If they get frustrated too much, then they leave and dislike the map.

The ambient sound is more for out-side maps, rather than inside.

Overall, it looks pretty, but based of the video's and screenshots, it will play pretty horrible. The death-matchey-ness of the map will overtake the KotH of it and you will see people not playing the objective.

EDIT: whilst I feel that this is constrictive feedback, please remember to keep an open mind from feedback from other members. Whilst it might sound mean and nonconstructive, it is just our way of helping you get better.
 

UNREA1

L1: Registered
Jul 29, 2010
6
0
Looks very open and extremely simplistic. Even for medieval, I forsee that players will be camped, and it will just become a blood-bath. There is very little height variation, no place for huntman snipers to get distance on (that is, they can shoot from spawn, but that isn't good... more on this below)

The video said that your props were "well placed and out of the way, to provide cover for the players." I do not feel this is the case. Huntsman snipers and crossbow medics will dominate here. I see open spaces, no cover, and those pesky bench props that people hate to jump over. If you have to jump over something constantly to get around, then that area isn't worth having. It decreases mobility of the players and causes general frustration. Since it almost creates a type of choke point.

You're spawns are extremely close, you can shoot from one right to the other. If you can camp the spawn within your own spawn, the game will not progress at all and it will just be a bloodbath. (I know this is medieval, but I'm thinking of huntsmans and crossbows and chargin' Targe Demo)

Detailing wise, again, it is very simplistic, judging from the video I see no side-recognition at all. Although you have a small map, people could get very turned around in it (assuming they can get out of spawn). If they start going towards the wrong side because they can't tell which side they are on and die, then people get frustrated. If they get frustrated too much, then they leave and dislike the map.

The ambient sound is more for out-side maps, rather than inside.

Overall, it looks pretty, but based of the video's and screenshots, it will play pretty horrible. The death-matchey-ness of the map will overtake the KotH of it and you will see people not playing the objective.

EDIT: whilst I feel that this is constrictive feedback, please remember to keep an open mind from feedback from other members. Whilst it might sound mean and nonconstructive, it is just our way of helping you get better.

No no, that's exacly the kind of feedback I'm looking forward rather then, "Oh, good work". Atleast I can understand what I did wrong, and avoid some of these problems in upcoming maps!

Thanks a lot! ;)
 

UNREA1

L1: Registered
Jul 29, 2010
6
0
From what I've seen of the two maps you uploaded, your design has quite a ways to go before it catches up to your detailing. Keep at it though.

Yeah, but I wish I had some modelling or photoshop skills to be able to create quality custom content for my maps. You know, make stuff that fits the map instead of adapting pre-made ones.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Not sure why you've used floor textures on some of the walls.

Your map certainly looks nice but they don't look like they'll play particularly well for TF2.

Study what makes some of the most popular maps popular. plenty of cover, corners and height varietion is the general rule. Badwater basin is an excellent example of scale, executing optimisation in the layout phase and for studying interesting flanks.
 
T

The Asylum

Way too open and way too big for melee-only. Remember, the only way players can attack each other is by getting right in close. Open spaces are okay in moderation, but tight or restrictive places are a must.