KotH Forest

strnadik

L1: Registered
Jul 24, 2010
19
14
Waterfall

My entry into KoTH Highlander contest.
I started with RED base, gonna update tommorow.
I am still not sure if it's not too short way to middle point.
 
Last edited:

Dr.HeatSync

L1: Registered
Jun 27, 2012
11
7
Its hard to tell if its too short to the middle because I don't know what the insides of those buildings look like (the respawn point could be far back, or it could be closer than I think inside the rear building). Perhaps the map is a little too straightforward as well,but that might change later as you add more blockades and cover. It does remind me of Viaduct a little, so you might want to deviate from it more.

Are the cliffs going to be a part of the game layout (reachable by classes, all or otherwise). Whilst it might make things more interesting in gameplay, you'd have to be aware of sightlines that you don't want. Those are just my thoughts though.
 

strnadik

L1: Registered
Jul 24, 2010
19
14
Thx

Thanks for feedback!
Respawn room is in furthest room in that building.
I will add blockades, and I will also make some good place for sniper behind cover.
I plan to make reachable cliffs, but those cliffs on pictures are not reachable, they are really far.
The "story" of map is that RED lives happily in Forest, and BLU wants to capture whole forest to make huge factory there.
 

strnadik

L1: Registered
Jul 24, 2010
19
14
Yeah I thought about it, but now I don't know what name should I choose.
Do you like KoTH_Waterfall or KoTH_Nature ?
 

strnadik

L1: Registered
Jul 24, 2010
19
14
Oh and is distance between spawn and KoTH point okay? There's base, way to next building, and then point.
 

strnadik

L1: Registered
Jul 24, 2010
19
14
I am still working on RED base but main problem for me is middle KoTH point. I've never made KoTH map before. I need to detail it and make enough barriers. Question for everyone, same as previous question : Is distance between spawn and KoTH point okay? There's base, way to next building, and then point.

Here are updated pics

2012-08-01_00027.jpg


2012-08-01_00028.jpg


2012-08-01_00029.jpg


2012-08-01_00032.jpg


Thanks for feedback.
 

strnadik

L1: Registered
Jul 24, 2010
19
14
I uploaded first playable version of this map.
I would be really happy for some Feedback!
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Right, so i ran through it like you requested.

Koth_waterfall

Non-aesthetic comments.
It's not symmetrical. This is an absolutely MASSIVE problem in competitive mapping, where everything has to be razor-balanced. The rooms under the waterfall give red a different route past their opponent to blu, and blu can rocket-jump into red's "staircase". Questions have been raised about the thoroughness with which the competitive judges tested the maps: but were i a competitive judge looking to shave a few hours off judging time, i'd remove this map on asymmetry alone. Sorry, but this is a major problem.

You should nodraw faces that players can't see: it saves on compile time.

Aesthetics final score: 43

There's some really nice use of the tf2 theme here. The rooms near the point and some of the OOB areas show a definite understanding of tf2 detail, and although there are definite issues with some of the more complex detailing ideas such as density of detailing, or making sure everything makes logical sense, a solid basic knowledge is shown.

Density of detail is done basically, with a few of the more major routes detailed more than their surroundings, but overall detail is very low-level. Only large areas have very much detail which is a shame: the point building and the routes up to the balconies could do with more detail. Lights attract the eye sometimes, but not really enough. Of particular note is the balconies. They're so high- perhaps too high- that they need every trick possible to persuade players to look up and see them, because otherwise you won't notice them at all. For more information on density of detailing, see Nodraw.net's excellent article here. (Also see YM's excellent "Detail in TF2" Articles on that site)

Detail in small areas and corridors is fairly low, and definitely needs work.

Immersion is the maps other major problem: lots of props feel unrealistically placed, such as trucks in rooms they couldn't drive in to. For more information on immersion, see this article by Grazr. Most occurances i saw of this are pointed out in the Min.us album below.

Album: http://minus.com/mbezMUhjXyMP4v