CP Kill_house

pin70

L1: Registered
Jan 30, 2012
2
0
My first map. Based on Call of Duty: Modern Warfare Map "Kill_house" Max 28 Players Small Map spawn rooms

Hope you like it!

Author: Pin70
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Install
Copy files to C:\Program Files (x86)\Steam\steamapps\"USERNAME"\team fortress 2\tf\maps
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
Whoah! Isn't it a bit early to say that its Final?

Its not even symmetrical, so how can you be so sure that its balanced if you don't even want to playtest it? :eek:

I will try it ingame... I don't really know what to say besides all this atm.

EDIT: You know that you can upload your map directly to the site? Please do. Its much, much easier for everyone D:

EDIT 2: I know that you set it to final, and that you thereby do not want to alter the map any further, but there were some things that concerned me when i tried it:

qstyti.jpg


How did this ambulance get in here? Not to mention the containers, the players and just about everything else. There are no doors they could have come in from.


10ct1fr.jpg

307rdyb.jpg

6jh634.jpg


These pictures are all of places where i thought i could get through, but couldn't. Such things are annoying and frustrating when playing a map for real.


s5eaeu.jpg


Strong red lights in the BLU spawn? That's confusing... People want to be able to tell what team they are on immediately, with a minimum of attention.


nvxefn.jpg


The stairs aren't clipped. This means that jumping onto them can cause you to loose your momentum completely because your feet risks to hit one of the steps on the vertical plane.


Besides these, the map is far too small for a CP map. I'd try to make it more fit for KOTH or something (or start from scratch with something that has nothing to do with Call of Duty)


EDIT 3: Forgot to mention the HL2 props (or is it L4D?). They doesn't match the style, and i got stuck in the trash can :c
 
Last edited:

Tarry H Sruman

Large Orphanage Proprietor
aa
Jul 31, 2011
872
1,021
The problem with porting Call of Duty maps to TF2 is that they are completely different games and what plays well for one isn't going to play well for the other without major layout changes nine times out of ten. Height variation and the absence of long sightlines are much more important in TF2 because not everyone has a weapon capable of firing at long ranges. Also, if this is supposed to be a direct port of killhouse, it's damn small.
 

pin70

L1: Registered
Jan 30, 2012
2
0
Well, the ambulance is there because in the map kill house there is a burned down car, and there is no burned down car model for TF, i've only used TF Models in this map.
And, they've probably put the ambulance before constructing this place
To the others erros i'l fix them. But i'll still let CP cause this map was CP in call of duty. in the middle would have a tower but there is no ladder in this game, so i removed the tower.
and this was my first map, i'm not so experienced with mapping.

Thanks for the comments :mellow:
 

Doctor Paprika

L4: Comfortable Member
Apr 24, 2011
150
53
Even if it's your first map and only a COD port, you really can't just skip alpha and beta testing. My guess is that even a few rounds of testing would show you why a straight port doesn't play well and maybe give you some ideas on how you could turn it into an original, more appropriate TF2 map.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,257
what you have here is far from final. there are things that element boi points out; this being your first map, i'm sure there are plenty of adjustments that must be made and playtests that need be played for the map to actually be good; and the detailing is that of a textured alpha, not a final map. it's alright for a first release of a first map, but there's plenty of work that is yet to be done.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616

This. lol

What i meant with the ambulance can best be explained with this screenshot:
2mpfw50.jpg


This door is completely obsolete to gameplay, but it plays a big part in the story behind a map. Where is the map situated? In a sawmill! What do they do here? they cut up logs! What do they do then? They transport it away! How? Apparently with trucks that uses this exact door to enter/exit the area!

When detailing a map, you are adding a story to it. Details like this door makes it beliveable! :D

A single blocked door in your map would explain the ambulance :)
The containers are a bit more tricky, but you will find that containers are used in ilogical places a LOT. By MANY. Just look at the mid of granary. Valve decided to stuff a lot of containers in there, with seemingly no way they could have gotten there.