KotH colacan

colacan

L5: Dapper Member
Apr 14, 2012
235
85
Updated to a5
Overview has not been updated yet
Symmetrical KotH map, like Viaduct but different. The point is inside a building in the centre, suspended form a crane. This map contains idle trains and snow.
I put some detail in it and this version is HDR.

So I would like some feedback to be able to take this further then a1 (preferably into beta)
Which leads me to the second note, it has an a4 behind it, first 3 were tested with a few friends.
Hope you enjoy!

Note: This is a temporary name, a better one is yet to be found.;)
 
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GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Now someone make a cola can model.

Also, make this map a factory of cans for cola.


FEEDBACK EDIT: Flat, really flat. Besides, look at Viaduct. Why does it work? How does it work? What makes it work? The point looks like Demoman heaven, it's hard to attack, easy to defend.
 
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colacan

L5: Dapper Member
Apr 14, 2012
235
85
Sightlines aren't so bad, there is a pretty useless one that can be avoided easily. Only die-hard snipers would camp there. So snipers shouldn't be dominating or getting kills too easy on this, but I could be wrong. Gameday will tell. Point is, if I put props throughout the entire map, it's gonna be too cramped. I didn't notice one very tiny gap between a train and the CP building at first. I moved the train forward to prevent sneaky snipers from shooting trough the gap. Also added some crates to give pyro's and spies a little cover near the point, outside.
 
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phi

aa
Nov 6, 2011
832
1,815
The lighting is really, really bright. What did you do, copy it from Upwards? Use a prefab from another VALVe map so you can get the right values in your map without much trouble.
I think the map should have a little more height variation like Viaduct and you should be taking advantage of displacements.
Overall looking good so far, just tone down that lighting (if it really is that way in-game)
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
To be honest with you, it is the same as in viaduct. Even toned down from that a little, at a 400 brightness value instead of 450. I'll look into it when I'm back home.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
To be honest with you, it is the same as in viaduct. Even toned down from that a little, at a 400 brightness value instead of 450. I'll look into it when I'm back home.

The HDR levels may be too high, reload the map with mat_hdrlevel set to 0 and see if it's the same as before. If it is, then it's a problem with the HDR. If it's still the same, then it's most likely to do with the reflectivity of the snow textures, at my best guess.
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
Thanks for the tip, it was the hdr value that made it so bright.
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
Alrighty, updated to a5.
- Less bright HDR, looks better now
- Added some crates for cover, near point and in the large room with the truck
- Signs to indicate the purpose of said room
- Glass in the windows on the top floor of the battlements to prevent snipers shooting on people exiting their base
- Added an exit to a dead end
- Cut off a tiny sightline between a train and the main building
- Cubemaps added
- Filesize reduced in some way

Custom content are 2 signs from the construction pack, they should be added to the bsp, if not please tell me.
Get yours now!