KotH [Unnamed]

Woobie

L1: Registered
Sep 10, 2010
7
0
Woobyard

Taking suggestions for names and everything else about the map.


First real map.
Started 5/2/12 - lots of work still to be done obviously.
Played it a few times on a 24 person server and people seemed to like it.



To do:
Put in more natural feeling light
Optimization
3d Skybox
Water under the point
Nodraw the textures that aren't seen by players
Divide the inside of the main building into seperate rooms
 
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Amidio

L2: Junior Member
Apr 14, 2012
71
17
Pretty nice detailing, but a couple things concern me:

First, your spawn exits are chokepoints surrounded by elevation, which is going to lead to spawncamping like no tomorrow.

Second, the houses on either side on the point offer pretty much full view of the point, and have a lot of health and ammo really close by. If one team can take the point and then hold those houses, they will just dominate. And holding them will be easy with a medium health and ammo pack right there.

Also, ammo lockers aren't working, atleast not on red, I'm clipping through the curved rails by the spawn, and you need clip brushes on the stairs.
 
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Ugleh

L1: Registered
Sep 21, 2010
33
2
Your map has a real nice feel to it and is very detailed, but not too much. It is pretty small and should have a little more length to it just to prevent full on camping, and I can see real good things from you in the future just by seeing this is your first map. Many people just place props everywhere and call it a map but its really nice, except for a few key points.

Enjoy my criticism and help:

The Spawn Room
Its pretty big. I think you have made a world record for the biggest spawn room ever, congrats. A big room like this should never have so little decor.
I did not take a screen shot of the other side, but if you have a table with chairs that look like its for a meeting, place some books or paper work on the table too, or something to make it look like you didn't just place them their for detail.
qnnEE.png


This thing in the wall
If you have to think of yourself as a construction worker and think... what is this good for? Does it come with any purpose? Probably, probably not.... Maybe add a glass or vent that is barely see-through and on the other side would show a nice surprise.
nlYT6.png


This thing out of spawn
Anyone can go in here from jumping into this forest thingie from the second floor balcony thing.
First of all its horrible they can jump in, that's a bad spot to be in for anyone, and can easily camp there to hide... but it gets worse... there is no way to get out unless your a Demoman or Soldier, or sentry jump as an Engineer. NEVER EVER... and I repeat EVER allow players to enter a location where they can get stuck.
x8HwD.jpg


Lights without Light Source
Is this some sort of god, magic, or ghost? Maybe some unearthly kind of SciFi alien tech?
VyiJC.jpg


BLU and RED spawn both look the same
You should move the boxes, or change the types of boxes. Change around props, or add some new props that wont make a big difference in battle, like a mop or something. 2fort, and other CTF maps do this. They have the same layout but they never keep it exactly the same prop/decal/detail wise.
CDuzh.png
M0OMW.png


Floating Stairs
In any map you see stairs you always see stuff like boxes or barrels under them, that is because stairs don't float or support themselves... AND you don't want players under there. Thats a great place for a Engineer to camp
Rc5l5.png
 

Woobie

L1: Registered
Sep 10, 2010
7
0
Also the light sources from these fixtures should be light_spots, not lights.

The props do have light_spots associated with them, but the spots alone were not enough to brighten the room so I added a couple of lights. Is there a better way to do this(inside lighting)? When I use light entities the lighting looks uneven, like the bright spots on the ceiling. Even when I drag the lights as far away as possible from all surrounding walls it doesn't look 'real'.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Lower the brightness. Combine them with lots of light-spots and such. Often, light_spots with a high brightness (800-2000 IIRC) are combined with lights with a low brightness (50-100, again IIRC) about 50HU away. That cretes the most powerful glow where it should be while ligting the rest of the room in a feasible way.