KotH outland

veng

L1: Registered
Jul 22, 2014
46
3
The moon mining colony has uncovered a UFO now we shoot each other.








Current skybox made by Velvetfistglove
 
Last edited:

Moonrat

nothing left
aa
Jul 30, 2014
932
585
a LOT of those textures just do not go together at ALL, you might want to use some Dev Textures for this one....
 

veng

L1: Registered
Jul 22, 2014
46
3
a LOT of those textures just do not go together at ALL, you might want to use some Dev Textures for this one....

Yeah, I don't have much experience texturing as I hav enever gotten that far into development in amap. I used whichever texture that I could tell apart from others for dev purposes. A lot of the cleaner dev textures made it harder to see details in the geometry. Wood worked out for me for the most part. But yeah all the textures are just stand-ins for now until li cement the theme and clean the map a bit.
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
As far as I can tell, you are using props way too much. While this isn't always necessarily a bad thing, typically combat in TF2 maps revolves around brush based cover and building, wheres in newer games like Counterstrike Props are used. Take a look at your mid in the screenshots, tons of the stuff around it are all props, even the roof to that small building which could be made a single brush by simply using the clipping tool.

The point itself looks really, really cramped too with the two sniper fences around it. How many units wide is the brush the point sits on?
 

veng

L1: Registered
Jul 22, 2014
46
3
As far as I can tell, you are using props way too much. While this isn't always necessarily a bad thing, typically combat in TF2 maps revolves around brush based cover and building, wheres in newer games like Counterstrike Props are used. Take a look at your mid in the screenshots, tons of the stuff around it are all props, even the roof to that small building which could be made a single brush by simply using the clipping tool.

The point itself looks really, really cramped too with the two sniper fences around it. How many units wide is the brush the point sits on?

Thanks for the advice, here I put together a jpeg of the units on the point with doors and flanks.

http://postimg.org/image/bba49n47h/full/

Yeah the point is pretty small. The rooftop of that prop's collision box was made by the clipping tool, though and I could get rid of the prop if necessary. What would you recommend I do with the point? make it larger and extend the capture area into the center of the map?
 

veng

L1: Registered
Jul 22, 2014
46
3
Changelog a18:
Made a (final?) 3d skybox
added a starcase to point on each side
moved exits
made it slightly easier to navigate the underground
made it less bright
increased space near point
tons of props and small details around the map
redid windows on sniperbuilding
 

veng

L1: Registered
Jul 22, 2014
46
3
Changelog a20:
Remade all of red spawn and blue spawn
remade building out side of spawn
added space to the point