KotH Jeremy

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
NOT my entry for the Summer contest! (I don't actually have one)

Looking back at my past failures, I noticed three big mistakes I was making:

1. I never planned ahead (or simply didn't do it enough), instead just making it all up as I went along.
2. I never did enough research, so the maps ended up having weird dimensions and maps/map sections were either too easy or too difficult to defend/attack. Also rooms tended to not be defined very well.
3. My layouts sucked donkeys' bollocks, although this could be due to mistake #1.

With this new project, which for now I'll call "koth_jeremy", I intend to make a map that will a. actually play well and b. at least reach beta stage. I'll also try not to rely too much on props to break up sightlines.

--

Jeremy (working title) is a King of the Hill map in which I will incorporate every class in its layout and gameplay. This includes:
  • Wide open areas for medium-long-range classes
  • Tight spaces for close-range classes
  • Adequate, not overpowered sniper spots
  • Hiding spots and ambush zones for pyros and spies
  • Ideal but exploitable sentry positions
  • No added sugar

Any feedback is greatly appreciated.
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Great job, Jeremy.

Sorry, I couldn't help myself.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
<ew, old screenshots>

Yay the map doesn't look quite as boring or large now.
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
3/7/12 a3:
* Made center a bit smaller
* Added some cover
* Added health (two smalls and one large, in total)
* Made area near spawn areas more open
* Fixed some signs
* Updated control point

Added new screenshots. I like them.


EDIT: And there I go, forgetting to put up the latest download version.
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
DID YOU FORGET ABOUT ME? (you probably did)

So the map turned out to be a bit shite, as the gameday from a few weeks ago showed (quite vividly, in fact). It was then I decided that there was no other option other than to just start over - and thus I bring you...

koth_jeremy_a5!

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iKLhmPIImkMk1.jpg

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Oct 6, 2008
1,947
445
Nice work - keep it up!

Have you ever thought about making this or expanding this this into a payload map? - looks like you have some good potential of making this a stage in it.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Actually I did intend to make a payload map at first, but I sort of ran out of ideas early on and scrapped the whole thing.

Clearly I am very devoted to my work.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
koth_jeremy_a6 oh boy

20/7/12 a6:
* Added moving train along with warning lights and sounds and shit
* Increased capture time from 6 to 8 seconds
* A few other minor things

When the control point is captured, there will be some warning signs (lights and sound) which last for three seconds. The doors at each side of the room will then open and a train will come racing through the capture zone, mercilessly killing anyone unfortunate enough to be in its way.

The colour of the train will change depending on who owns the point - when BLU capture the control point a BLU train will pass, and when RED capture it, a RED train will pass.

I don't know how good a gameplay mechanic this will be, but hopefully it won't turn out to be really awful (I did spend quite some time getting the whole bloody thing to work).
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Somehow when duplicating and mirroring one half of the map, all of the gameplay signs (the coloured prop-based ones) on the RED side of the map disappeared along with half the decal signs. It's even evident in the screenshots. Christ am I an idiot.

21/7/12 a6a:
* Added/fixed signs
* Added/moved/replaced health & ammo packs
* One or two other small details
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
24/7/12 a7:
* Added another route to the control point
* Added health/ammo packs
* Other stuff
 

Naryk

L1: Registered
Jul 5, 2012
3
0
I agree!
A payload race inside a building could be a good and new idea... if you fix some rooms.

p.s: I'm a rookie mapper and i'm learning through feedbacks given to all maps uploaded on this forum: thanks to all!!! I hope i will post my first experiment-map in few months.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
another update, another bump

25/7/12 a8:
* Changed that really retarded and out of place building with a more open area and a less out-of-place building
* Messed around a bit with the buildings and skybox
* Messed around a bit with lighting

I've entered this in tomorrow's gameday (a while ago, actually) so here's hoping there'll be good results, or at least better results than last time.
 
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Jeremy

L11: Posh Member
Oct 24, 2010
829
299
28/7/12 a9:
* Moved large staircases in control point building back a bit
* Made small staircases near spawnpoints wider
* Replaced wooden doorframe with an actual door
* Fixed a clipping issue
* Added a bit of cover on the control point
* A bit of signwork

I'd call this a gameday bump but the gameday was two days ago so fuck it it's not a gameday bump but it is