KotH dieselyard

Adawby

L1: Registered
Jun 11, 2015
29
3
dieselyard_a4

Hello everyone, this is my first map ever and took this newbie 2 weeks to make from scratch and very much so feel that the map is practically done (except for some missing details here and there). Although there is still yet the feedback of the humble mapping community. This is a small koth map, open in the middle and has a good amount of solid cover around the flanks. The control point is in the center open to fire but capturing it shouldn't take alot of time and there is some health and ammo to aid you in capping. The flanks allow for close quarter combat while the open area is particularly for snipers although it allows a direct route to the cap. Another note is that I used dropbox for download link, if you can suggest a better easier way to supply download link I will be happy to comply!)

The plot behind the map:
An abandoned truck yard in the outskirts of the dustbowl, it's importance to the Mann brothers is unknown, but even so they can't help but to send their mercs to fight for every inch of land granted by their now deceased father.

and on that note...

HAVE FUN! :D
 
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Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Since this is your first map, and you are new to mapping, I'll refrain from criticizing your layout. However, I will give you advice on some other things.

Firstly, it would appear that you are using brushes instead of overlays underneath health and ammo packs. You can create overlays by using the overlay tool found on the left toolbar near the other texture tools. It creates a overlay, basically a picture, on a brush using a texture you select.
https://developer.valvesoftware.com/wiki/Hammer_Overlay_Tool

Secondly, your dump trucks don't have any dirt in them. Trucks using that model usually have dirt in the form of displacements in them. A displacement is a single face that can have bumps and valleys in it, and usually make up natural ground and cliffs.
https://developer.valvesoftware.com/wiki/Displacement

Lastly, focus on gameplay over story. It might be funny or interesting to have the teams spawn on sides that aren't there colour, but it will definitely be confusing for new players. What good is a good story for your map if nobody plays on it?

Also, a word of warning: your layout isn't too great. Don't worry, your layouts will improve over time, but until then, expect a lot of criticism.
 

Adawby

L1: Registered
Jun 11, 2015
29
3
Version 2 change! See the changelog for the tweaks I made!


Regarding overlays for health and ammo pickups: I had to remove the overlays as they were causing my map not to run, im trying to find a way to rightfully add these overlays, in the meantime the blue and red brushes will have to do...

Regarding teams using opposite team's base: Im currently working on this and will change it so both teams properly utilize their rightful base, expect to see this in a mini-update or V3 update.



As usual keep it coming with feedback, got most of it from utilizing bots on the map and getting some irl friends to test the map with me.

As usual... HAVE FUN! :D
 
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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Secondly, your dump trucks don't have any dirt in them. Trucks using that model usually have dirt in the form of displacements in them. A displacement is a single face that can have bumps and valleys in it, and usually make up natural ground and cliffs.
https://developer.valvesoftware.com/wiki/Displacement

Actually, the dump truck with dirt in it is a separate model.

EDIT: Oh, a word of advice: when taking screenshots, go to Spectator mode and enter the commands "sv_cheats 1" followed by "cl_drawhud 0" so you don't have the viewmodels and HUD covering the screen.
 
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Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Looks great for a first map dude, well done. It's very flat though, I would definitely look at stock valve maps for how to do height differences well.
 

Adawby

L1: Registered
Jun 11, 2015
29
3
Hey guys and gals! Version 3 is up and running, see the changelog for more details.

Here are some answers to some questions I might get asked:

Q: Overlays for health and ammo still not here?
A: I tried to ship them in V3 but i'm still having trouble getting them to work as for some reason they keep causing errors thus causing my map to not run.

Q: Why did you use the lazy way out and only repaint the bases instead of switching spawns?
A: I actually did try to change the spawns and did not want the lazy way out but it became a hassle and a ran into a few problems so I just recolored the bases.

Q: No background yet?
A: At the moment I mostly want feedback for gameplay rather than feedback about the looks, in the future once I get the major stuff down with feedback provided ill begin to decorate the map to make it look more appealing.

and I never forget... go out there and Have Fun! :D
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,544
Don't worry about the 3D skybox, its usually one of the last things to get done :)

Also, the standard naming convention is:
a1, a2 etc. for alphas
b1, b2 etc. for betas
rc1, rc2 etc. for release candidates

It's not all that important but it helps people to know what stage of development your map is at.

Glad to see you're enjoying mapping :D
 

Adawby

L1: Registered
Jun 11, 2015
29
3
Hey guys and gals it's me once again to inform of version 4 update. Details in the changelog as usual.

I'd personally like to give a shoutout to Tumbolisu and killohurtz as they helped me resolve an issue with the overlays and otherwise allowed me to ship them in version 4. Don't forget to give feedback as always folks!


As usual... have le fun :D
 

tyler

aa
Sep 11, 2013
5,102
4,621
Can you please use standard version numbers (a1, b1, rc) so we know what stage of development the map is at from just the file name?