KotH Manufacture

hooky

L2: Junior Member
Aug 1, 2012
68
27
So this is my first map. I originally started making it in late July for 6s. I stopped a few days later, and I recently (in November) started working on it again.

Alpha 1 released: August 1, 2012
Alpha 2 released: August 4, 2012
Alpha 3 released: November 10, 2012
Alpha 3a released: November 10, 2012
Alpha 4 released: November 24, 2012
Alpha 5 released: February 9, 2013
Alpha 6 released: February 18, 2013
Alpha 7/7a released: March 1, 2013 (New Map Pugs only)
Alpha 8/8a released: March 9, 2013
Alpha 8b released: March 10, 2013
 
Last edited:

colacan

L5: Dapper Member
Apr 14, 2012
235
85
Needs some light entities, it's fullbright now, lights make the map look better. And some cover around the point is gonna help allot too.
 

hooky

L2: Junior Member
Aug 1, 2012
68
27
Alpha 2 released.

Changelog:
-Added the Foundry mid point structure to point
-Added crates to mid
-Removed middle section of crate tunnel on each side, added fence in their places
-Added new buildings on the sides; entrance is where the middle crate used to be. It has a balcony which should be useful for snipers (maybe too useful, needs testing)
-Made the room right outside of spawn taller, reducing the second floor to a balcony-like thing
-Some minor texture changes

Known issues:
-Still on fullbright, I'm going to add lighting in later alphas.
-Might need a few more pathways.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
On lighting, my number 1 tip is: use a relatively bright skybox (Foundry is a good example) search the Dev Wiki for light_env values, and you got a well-lit-not-fullbright map. At least the outdoor areas.
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
make everything smaller, add cover, and add some height variations; the rooms are huge and immediately everyone is going to play sniper and/or scout.
 

hooky

L2: Junior Member
Aug 1, 2012
68
27
I'm currently revising this map, I need to finish the skybox and add lighting and stuff before I release it.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
You DO NOT release a fullbright map. You add simple lighthing. No fancy stuff. Just basic. It's better to have phantom lighting, no detailing, and dev textures with a good layout than a map with fancy lighting, detailing and actual textures with a bad layout.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Just tips for next map.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
you probably already know this but you might want to rethink your spawns. a single spawn exit is easily camped even by the shittiest demo out there. also, the height variations around said spawndoor highly favors any soldier who would be tempted to spawncamp. needless to say, having a full health up there is asking for trouble. usually, I recommend giving a height advantage to the spawn. it helps reduce spawn camping to a minimum.
 

hooky

L2: Junior Member
Aug 1, 2012
68
27
All of that should be fixed already, but I'll recheck before I release the next test release.
 

hooky

L2: Junior Member
Aug 1, 2012
68
27
Alpha 3 released!

Changelog:

-PROPER LIGHTING. Sorry I did not realize the importance of this earlier.
-Completely reconfigured mid. Placed the point on a bridge made from the lowered balconies. Made the point area narrower. Reconfigured the crates to fit around the bridge.
-Completely renovated spawn building; now it is 2 separate buildings. The new spawn building is... well, the spawn, and the other building is split into 2 rooms: a short one and a tall one. The tall one includes a ramp that leads up to a second floor, and that leads to the side building, and then the point.
-New entrances added on side buildings.
-Proper playerclip.
-Removed Foundry mid point structure.
-Removed entire crate tunnel and fences.
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
One problem I forsee is one or two good snipers locking down the point. There is a long walkway where on both ends is a door, and in the middle is a point. There are serious mobility issues as the only flank routes (the crates) are exclusively for demomen and soldiers. Perhaps ramps leading up each crate would give the point some more flanking routes.
 

hooky

L2: Junior Member
Aug 1, 2012
68
27
^Thanks for that feedback, and because of this I have released a new version of this map.

Alpha 3a is now out!

Changelog:
-Added ramps going around the crates to allow for more movement and flanking around the point
 

hooky

L2: Junior Member
Aug 1, 2012
68
27
Alpha 4 is out.

Changelog:
-Removed some doors
-Moved back right doors (on point and looking towards red/blu building)
-Moved far left door (in the side building)
-Some texture work
 

hooky

L2: Junior Member
Aug 1, 2012
68
27
Alpha 5 is out! pls download

Changelog:
-Redesigned side buildings: separated the floors, building made narrower, ramp moved to side of former ledge path, door is now more hidden.
-Mid made slightly shorter.
-Bridge made narrower.
-Added a map camera. Apparently does not work because I am bad

Please tell me if there are any insanely good engie areas, I'll need to nerf them or block them with props (which I should start putting in my map).
 

hooky

L2: Junior Member
Aug 1, 2012
68
27
Just took Alpha 6 out of the oven.

Changelog:
-Redesigned spawn building: it covers more area. Two different spawn areas inside the building are activated at different times (closer one when that team does not own the point, farther one when that team owns it). Hopefully this redesign reduces the amount of spawncamping.
-Formerly removed doors put back in, as an attempt to reduce the frequency of amazing sightlines.
-Fixed map camera, but I can't figure out how to angle it down.
-Minor texture work.