KotH thirdtower

deadsource

L3: Member
Jul 11, 2011
121
55
ThirdTower is a King of the Hill type map. I had it rebuilt from scratch. Any thoughts?
 
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tyler

aa
Sep 11, 2013
5,102
4,621
From the screenshots, it looks tiny, cramped, and orange. If you've been testing with bots that's why; they are really, really dumb and you don't learn a tenth as much as you would with players, so any changes you've made for them are probably worthless. You should switch to using gray/red/blu dev textures so that players know what side of the map they are on. The spot the CP is on looks tiny. Finally, elevators aren't used in TF2 because in the multiplayer source engine fast vertical movement is buggy and weird, and beside that it changes the way classes move in 3D space, which is a subtle change but it is a change (like a large volume of water would be). I'd suggest making the map larger (again, just from the screenshots) and finding a way to turn your elevators into other vertical paths, like ramps or something.
 

deadsource

L3: Member
Jul 11, 2011
121
55
From the screenshots, it looks tiny, cramped, and orange. If you've been testing with bots that's why; they are really, really dumb and you don't learn a tenth as much as you would with players, so any changes you've made for them are probably worthless. You should switch to using gray/red/blu dev textures so that players know what side of the map they are on. The spot the CP is on looks tiny. Finally, elevators aren't used in TF2 because in the multiplayer source engine fast vertical movement is buggy and weird, and beside that it changes the way classes move in 3D space, which is a subtle change but it is a change (like a large volume of water would be). I'd suggest making the map larger (again, just from the screenshots) and finding a way to turn your elevators into other vertical paths, like ramps or something.

To do list:

  • Change elevators to vertical paths

  • Expand the map, ALOT.

  • Retexture
And I worked so hard with those elevators... Well never mind.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Yeah, sorry. Before you add a new element to a TF2 map that you don't see in official maps, think about why you don't see them.

Test it first and find out why it doesn't work though, rather than take my (or anyone's) word for it.
 

deadsource

L3: Member
Jul 11, 2011
121
55
Built a new map from scratch. The screenshots can be found in the second post. Any thoughts?
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
I don't like the lighting. Too bright I think, are you running this on HDR?
 

deadsource

L3: Member
Jul 11, 2011
121
55
I don't like the lighting. Too bright I think, are you running this on HDR?

Yeah, on HDR. I've read that I need some controller on my map to lower the brightness but I had forgotten to implement it...
Any other things you dislike? :)
 
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deadsource

L3: Member
Jul 11, 2011
121
55
I've added some new screenshots on page 1.
Changes:
  • Changed the middle vertical paths for both sides to prevent snipers from almost being impossible to see;
  • Added more Health kits and a ammo pack;
  • Elevated the capture point to a higher position;
  • Changed indoor and outdoor lightning.
 
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