KotH Warehouse

Arne

L3: Member
Nov 22, 2012
114
55
Warebiltz

"Hi. This is my first "real" map. (You know, serious design, cubemaps and such)

I don't have a backstory set for this map but it's under Alpha stage. So I want to get some feedback and how this works on servers and low-end plus medium-end computers. Because I'm using a high-end computer.

I would approiate some polite and detailed feedback for my map. I don't quite have a long todo-list. But I put this on gamebanana. But not so much attention as I execpted. Well atleast I got a feedback about the water near the controlpoint.

Current todo-list to better the quality of the map, as of Alpha 1:

  • Add more details
    Try to reach the goals for responding and using the feedbacks
    Fix a model for the barriers found at the harbours. As soon I know how to use Blender and the Decompilers.
    Build a Nav containing hints for sentries and sniping spots.
And the todo for the final version:

  • HDR
    Polish the Map
    Reduce the file size how much as possible

This contains custom contents from these following:

  • The Construction Pack
    The Bulletcorps Pack
"

-Descritption from the original entry.

Numbers of portals according to compile log.
468 portalclusters
1104 numportals
 
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Jyyst

L1: Registered
Aug 24, 2012
33
10
It looks more like a cs map than a tf map. Huge sightlines and a huge flat areas make some classes absolutely worthless. You have to add a lot of cover there, and just spamming props everywhere aint really the answer.
 

Nakedape

L1: Registered
Mar 29, 2009
24
6
http://imgur.com/a/aVNFV
Actually this is a pretty good start for a first serious map. It's got some interesting mechanics that could be reused down the road.
Now some feedback. When you plan your map try to keep in mind each classes general strengths.
Being able to get on the roof of anything is a huge advantage and not to be given lightly.
Also, invisible walls are annoying and generally not a really good idea aesthetically.

Good first map. Keep at it.
 

phi

aa
Nov 6, 2011
832
1,815
I'd suggest changing the name since there are tons of other maps using the name.
It looks like a decent start, though, a little flat but you should be able to add some height variation to it in no time.
 

Arne

L3: Member
Nov 22, 2012
114
55
Thanks for the feedbacks!

Have worked on almost all of the half of the day on A2 (or will be promoted to B1 if the map passed the server preformence-test with good results + changes for A2 or newer.)

Anyways.



Name suggestions:
  • warekrieg
  • warebiltz
  • baykrieg
  • bayhouse
Now vote and show us your suggestions too!
I choose....
warebiltz!

Here's a list:

  • Added covers, both props and brushes. [Feedback Answer]
  • Added a flanking way to the control point. It's big but however got a big block inside it, blocking the sniper's sight and line of fire. [Feedback Answer]
  • Updated the 3D skybox
  • Fixed the water
  • Improved visiual optimization
Changes as of the progress.
  • Moved the invisible wall to a better place and removed the 'no-entry' signs
  • Modified the skybox behind the big building near the point, added a areaportal in progress
 
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
Those name suggestions remind me of the automated suggestions you get on top-level domain providers when the one you searched for isn't available.

"Whitehouse.com is unavailable. Would you like to buy housewhite.com?"
 
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Vultraz

L1: Registered
Nov 23, 2012
1
0
Those name suggestions remind me of the automated suggestions you get on top-level domain providers when the one you searched for isn't available.

"Whitehouse.com is unavailable. Would you like to buy housewhite.com?"

Evolution of a Name
warehouse
warekrieg
wareblitz
baykrieg
bayhouse
bayblitz
blitzkrieg
blitzhouse
...
 

sitebender

L3: Member
Aug 15, 2012
102
33
Might want to call this Dockside.

Anyway, this feels good to play. Some people might get lost in the exploration aspect of how wide this map is. Its a realistic feel even if some areas like outside the spawn rooms are a bit too empty and broad. There is a lot of good detail here. Very nice city. Enjoyable to look at.

All of the classes feel useful. I think the map could benefit from an overlook to the point. Demos and soldiers can spam from there, spies can kill them and pyros can kill the spies :)

A lot of areas felt too dark for their own good. Like the water and even walls outside of the spawn room.

It also seemed like spies and snipers could easily kill anyone in the big open area without any kind of retaliation. Perhaps more random cover. Boxes, trucks, a slope upward that the team needs to run up. It is easy for spies to get away with their crimes.

While I do feel this is a good map with a few flaws. I just didn't find it as enjoyable as it looks.
 

sitebender

L3: Member
Aug 15, 2012
102
33
This was worth another play (and a bump). I gave it another play with the bots. The bots seem to get stuck trying to go through the cracks between the pillars and boxes near the caps. make the gap between it larger or take away the cap in general.

Spies can have a field day with this map due to how open it is and dark the corners are. Raising the street the warehouse is in would be beneficial to prevent extremely long range snipers from picking everyone off.

There should be health / ammo outside of the point area. Outside the open door areas to the side I mean. Otherwise it would make it too easy for offense snipers to kill.

I'm not sure the quick garage doors help the offense team. They can quick open the doors into an easy demo trap, but I guess that a demo can trap a wall.