KotH Origin S

Exelaratore

L2: Junior Member
Mar 18, 2013
91
56
I have been working hard on the map that you guys first saw as this:

gGG0rQg.png


I have developed an Alpha version of the Blueprints in Valve Hammer, but I have yet to figure out how to make the gamemode work and cooperate with the world. :blink:
So far my major accomplishments would be that I fully understand how to: make a sliding door, Prevent players from entering a spawn, Resupply, no death in spawn, lights, and skybox. I am still trying hard to figure out how to make a KotH capture point. I have followed directions with keen eyes but for some reason I cannot cap my point when I play test. It could be just that the game requires another player to make KotH work. Let me know if I am wrong. Other than that, the only thing I still need to do is to learn how to make my level 'downloadable' any Help on that?

Thanks a bunch!! :thumbup:

-Sean
 
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Arne

L3: Member
Nov 22, 2012
114
55
To make the map downloadable.

Go to Dropbox website.
Create an account there and install dropbox for your computer.
Download a zip program to compress the map.
Put the compressed map in the "public" folder of dropbox, found under your user libary.
Rightclick on it when a green icon appears on the zipped map. Go Dropbox > Get public link.
Then paste it in the download link bar of your map.
Done. That's how most of us make our maps downloadable, its fast too.

Tips to do next:
Add signs
Add cubemaps
 

Eyce

L6: Sharp Member
Jan 13, 2010
370
225
To make the map downloadable.

Go to Dropbox website.
Create an account there and install dropbox for your computer.
Download a zip program to compress the map.
Put the compressed map in the "public" folder of dropbox, found under your user libary.
Rightclick on it when a green icon appears on the zipped map. Go Dropbox > Get public link.
Then paste it in the download link bar of your map.
Done. That's how most of us make our maps downloadable, its fast too.

Tips to do next:
Add signs
Add cubemaps

Alternatively
 

PoignardAzur

L2: Junior Member
Mar 21, 2013
92
9
So far my major accomplishments would be that I fully understand how to: make a sliding door, Prevent players from entering a spawn, Resupply,
- https://developer.valvesoftware.com/wiki/TF2/Creating_a_Spawnroom
-> Doors : https://developer.valvesoftware.com/wiki/TF2/Team-Specific_Doors
-> No enemy entry : https://developer.valvesoftware.com/wiki/TF2/Team-Specific_Barriers
-> Resupply : https://developer.valvesoftware.com/wiki/TF2/Resupply_Areas

no death in spawn, lights
It depends on what you mean by "No death". To let people change class without dying, use a func_respawnroom brush (explained in the link). To prevent people outside the spawn from killing the ones inside, well, team specific doors and barriers should be enough. If not, just change your architecture so that people in front of an open door can't see / attack the ones that just spawned.

About the lights, RTFM ^^ :
https://developer.valvesoftware.com/wiki/Light

and skybox
For a 2D skybox, just make normal brushes with the texture "tools/2Dskybox". For a 3D skybox, it's a bit more complicated, see the wiki page about it.

I am still trying hard to figure out how to make a KotH capture point. I have followed directions with keen eyes but for some reason I cannot cap my point when I play test. It could be just that the game requires another player to make KotH work.
What have you done exactly ? A single player is usually enough to make a koth map work. Have you both made a complete CP and created the koth logic entities ?

Other than that, the only thing I still need to do is to learn how to make my level 'downloadable' any Help on that?
Dropbox, or megaupload. For example.
 
Sep 7, 2012
638
500
This guy on Youtube makes a complete set of tutorials in Hammer, teaching the basics of each of the tools and laying out a KOTH entity setup from scratch.

http://www.youtube.com/watch?v=YOQoc6a6Bt0

It looks like you wouldn't need any advice from his first few videos, but go ahead and watch them anyway because they are incredibly detailed and useful, although he talks slowly at times and loses his train of thought.
 

colacan

L5: Dapper Member
Apr 14, 2012
235
85
Or, instead of making the entity setup from scratch, use ABS's resource pack, should be in the Turorials section. It comes with a complete gamemode library, so it's just copy/paste to get koth working.
 

Exelaratore

L2: Junior Member
Mar 18, 2013
91
56
Fucking christ that's a lot of lights.

Since my map is based at night time, I thought a 'warehouse' look would be fitting. So I placed a lot of lights in the main room or the 'Origin' of the 'S' shaped map. haha
 

Exelaratore

L2: Junior Member
Mar 18, 2013
91
56
Thanks so much for all the Helpful advice! I'm getting the hang of most of the basics and am constantly working on how I can be more efficient while at work. Here are some things about my map that I am a but unsure about: The FOV for snipers goes from the upper left hand corner to the bottom right hand corner, straight over the cap point and can easily pick off anyone who is on the cap point. Should I change this or not?
I have also recently tried to experiment with light_spot recently, but while in playtest, I saw exactly no difference or couldn't observe anything new. although when I went into playtest, I noticed some things that I did in hammer that did not show up (like a newly added window in a wall).
Also could someone fill me in on what a cubemap is exactly? Dïcecübe mentioned it in this thread.

Thanks!

-Sean
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
I think you really need to learn to become more independent; almost all of the questions you've been asking can be answered by either looking up the relevant terms on the wiki or opening official maps in Hammer and look at how they've done things. Speaking of which, here's a thread where you can download all the maps that aren't included in Source SDK by default. Oh, and again: less thinking, more testing. Don't ask if you need to nerf a sniper spot; Do what feels most likely to work well, finish the alpha, submit it to a gameday and see for yourself if your choice was right. If you were wrong, the worst that can happen is that you need to change it for the next version.

Dependency aside, I think your mapping looks promising! Based on the screenshots at least you have a nice grasp of scale, you're using props like they should be used, and you're willing to do the work it takes to put together a layout that resembles official maps more than it resembles the simple 'little box in a big box' layouts typical for first time mappers.

My one complaint (apart from the stuff others have pointed out) would be that some areas, particularly the one in screenshot 3, look really flat.