KotH Uzume

Dr. Sasha

L4: Comfortable Member
Aug 5, 2013
185
86
A Japanese themed map, heavily inspired by Suijin. But with a twist. When I artpass, I am planning to make it look like as if the place was under construction, to make it stand out and to satisfy my idea for a construction theme, by combining the two together.

Thanks to Aly and everyone who worked on the Japanese Content Pack, providing innumerable assets for this map.

I know there are a few graphical glitches here and there (including the temporary hallowed out skybox cube around the map), but I wanted to push this out there ASAP and get it playtested. Buzz

All feedback is immensely appreciated.
 
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Jusa

aa
May 28, 2013
377
618
I had a quick look at it and to me the point seems a bit too closed and dull. You might want to open the roof etc. to create more ways to enter the capture zone.
 

Dr. Sasha

L4: Comfortable Member
Aug 5, 2013
185
86
Jusa, I actually have been planning to do that, but now you brought the idea back into my mind, it would be great. Thank you to any one else who wants to leave feedback, you have no idea how much I value it.
 

Idolon

they/them
aa
Feb 7, 2008
2,107
6,116
Ran around, some notes:

It's alright to be inspired by other maps, but this map is coming close to a downright copy of Suijin. It's got some differences, but some layout elements are immediately recognizable. You should make more of the layout your own, because otherwise you'll be faced with an endless number of people writing the map off as "a worse version of Suijin." If you want an idea of how to make things different, maybe put the point on a bridge directly over a chasm, rather than the chasm next to the point.

Other specific things.
a12bb14999.jpg

This is clipped off. I tried jumping to it and ended up in the deathpit instead, which was kinda disappointing.

dae900db23.jpg

Saw this when I fell into the deathpit. Nodraw doesn't work on displacements. On a similar note, you shouldn't seal your map in a giant box.

You should put playerclip or blockbullets slopes over your stairs so that players don't stutter up them.

You might want to look into some rudimentary optimization. Most of the map is rendered at all times, which is going to give people on older computers some framerate issues.

On the topic of optimization, it seems that you've packed all of the Japan models/textures rather than just the ones you used, meaning your map is 87 MB for a first version, which is a pretty significant waste. Hydro is also 87 MB!

I would comment on the gameplay, but I haven't played it. It looks like it could be fun, although the point does seem cramped like Jusa mentioned. It needs to be more of the focus of the map. Still, not bad looking!
 

Dr. Sasha

L4: Comfortable Member
Aug 5, 2013
185
86
Idolon, like I've mentioned in my notes, the skybox is completely temproary and graphical things like nodraw on displacements are there, but only for a1, because I want to know how this map would play.

Just to note, I am personally horrible at making layouts (in my opinion) and I love and am good at detailing. And like I also said in my notes I am aware of the huge file size. I spent a good amount of hours trying to pack the content into the map, with no luck. When I managed to at least pack the whole thing, I was more than happy. Atleast iit was playable. But it is only for a1.

Either way, I'll think about your idea of moving the point. Any other ideas for making it different than Suijin, since I am horrible at thinking of layouts?

About the clipping, I just wanted to make sure the players didn't go on a glitchy edge, and giving them unfair sightlines to the other players.
 
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