TPC's WIP V2

KotH TPC's WIP V2 A1

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Please don't bother releasing a map in a state like this. We already know exactly how this is going to play. It's just a flat surface in the shape of an L with 2 spawn doors and a point on it. There's been no design work put into it so far.

Look at other King of the Hill maps, in game or custom, as a jumping point and see how they do things.
 

TPC

L1: Registered
Nov 7, 2015
33
8
Please don't bother releasing a map in a state like this. We already know exactly how this is going to play. It's just a flat surface in the shape of an L with 2 spawn doors and a point on it. There's been no design work put into it so far.

Look at other King of the Hill maps, in game or custom, as a jumping point and see how they do things.

Its going to be alot more that hill is going to be carved out and getting to the koth point is going to be harder to get to with tiers of wood i just released it to see people reactions if anything you helped me move my ass to update it more thx. I know that l shaped maps are dumb First of all this is my first map second of all I was still planing to do some other things to it.
 
Sep 10, 2015
142
39
Its going to be alot more that hill is going to be carved out and getting to the koth point is going to be harder to get to with tiers of wood i just released it to see people reactions if anything you helped me move my ass to update it more thx. I know that l shaped maps are dumb First of all this is my first map second of all I was still planing to do some other things to it.
What ZED is trying to say, is donèt release it in an essentially unplayable state, just because the game mechanics work, doesn't mean it's ready to release. Next time before you release put a few hours work in, add some flank routes, cover, etc. then release.
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
I can only say what has already been said about the map: You can't release a map in this state. Plan some kind of layout before publishing, because what we test in gamedays/imps is how the layout plays (at least in alpha). Look and/or study other KOTH maps, as Zed said, and check things like the height variation, main and alternate routes and so. I don't see L shaped maps too often so maybe you can work over that :)
 

TPC

L1: Registered
Nov 7, 2015
33
8
What ZED is trying to say, is donèt release it in an essentially unplayable state, just because the game mechanics work, doesn't mean it's ready to release. Next time before you release put a few hours work in, add some flank routes, cover, etc. then release.
I understand All i can say is thank you because it is my first map Im not going to take it down but im going to get off my ass and work on it and future maps will be in a more plyable state
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
Im not going to take it down but im going to get off my ass and work on it and future maps will be in a more plyable state

Why would you take down the download? Just come back with another version and update the thread :p
And what about the name of the map? How did you come up with that? just saying :T
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592

TPC

L1: Registered
Nov 7, 2015
33
8
images yay ALSO ADDED HEALTH AND AMMO SO ITS KINDA 2.5 2015-11-14_00002.jpg 2015-11-14_00003.jpg 2015-11-14_00004.jpg

Read the rest of this update entry...
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
NPCs like skeletons need a nav mesh to find their way around your map - without one, they won't move. With your map running, enter nav_generate in the console to create a basic mesh that you can tweak if needed (although a mesh for a map as simple as yours probably doesn't need any editing). Don't forget to pack the nav mesh into your map with VIDE or a similar packing program before you release it.
 

TPC

L1: Registered
Nov 7, 2015
33
8
NPCs like skeletons need a nav mesh to find their way around your map - without one, they won't move. With your map running, enter nav_generate in the console to create a basic mesh that you can tweak if needed (although a mesh for a map as simple as yours probably doesn't need any editing). Don't forget to pack the nav mesh into your map with VIDE or a similar packing program before you release it.

So they are basically bots
 

Uncuepa

aa
Oct 25, 2014
793
1,159
I think I need to say what others won't. This map, as of right now and it's previous iterations, have been crap. This is nothing against you, or your want to map as I would love you to make maps, test them here, and enjoy doing it, but this map is bad. Everyone's first map is crap. My first map was a laggy, overscaled, barely functioning mess but I learnt from harsh criticism and so I would like to pass that to you.

An open field or an L won't cut it for a layout. The most popular and balanced maps are varied, have routes and paths that snake leading to interesting fights and most importantly lead to strengths and weaknesses for all classes. Your map is a playground for soldiers and snipers, and nothing else. Size is another thing that can be tricky. Scale takes a lot of time and practice to learn and even then the best of us don't get it right a lot of the time, but we fix it and change things before releasing them. Having a 2000x2000 block and saying "go shoot" is not a design, it's laziness. You have to have low areas, high areas, vantage points, doorways, corridors, staircases and all other manners of level design that lead to interesting battles for a map to be good and be both fun and challenging to fight on. Making a map isn't about a land for people to walk about. It's about creating an ecosystem of which all players can use, and manipulate that ecosystem to their playstyle and classes advantage.

What I am trying to say is don't just make a field and complain when people don't want to play on maps that are just fields. Take some time, take inspiration from other maps, look at what makes your favourite maps so fun to play and then design a comprehensive and truly enjoyable map. I hope you can take this feedback and really embrace what I saying.
 

TPC

L1: Registered
Nov 7, 2015
33
8
I think I need to say what others won't. This map, as of right now and it's previous iterations, have been crap. This is nothing against you, or your want to map as I would love you to make maps, test them here, and enjoy doing it, but this map is bad. Everyone's first map is crap. My first map was a laggy, overscaled, barely functioning mess but I learnt from harsh criticism and so I would like to pass that to you.

An open field or an L won't cut it for a layout. The most popular and balanced maps are varied, have routes and paths that snake leading to interesting fights and most importantly lead to strengths and weaknesses for all classes. Your map is a playground for soldiers and snipers, and nothing else. Size is another thing that can be tricky. Scale takes a lot of time and practice to learn and even then the best of us don't get it right a lot of the time, but we fix it and change things before releasing them. Having a 2000x2000 block and saying "go shoot" is not a design, it's laziness. You have to have low areas, high areas, vantage points, doorways, corridors, staircases and all other manners of level design that lead to interesting battles for a map to be good and be both fun and challenging to fight on. Making a map isn't about a land for people to walk about. It's about creating an ecosystem of which all players can use, and manipulate that ecosystem to their playstyle and classes advantage.

What I am trying to say is don't just make a field and complain when people don't want to play on maps that are just fields. Take some time, take inspiration from other maps, look at what makes your favourite maps so fun to play and then design a comprehensive and truly enjoyable map. I hope you can take this feedback and really embrace what I saying.

Well first thank you and second there is no such thing as harsh criticism But it would help if people at least just said what was crap about it rather then just staying silent so thanks And second of all I released this map way too early so this should be a1 ive been testing it with my friends they gave me some criticism and that helped me I guess what I was doing was waiting for people to help me So first of all thank you
Second of all I wasn't complaining about that I legitimately thought that the processes should be streamed line idk I guess I was a bit salty But its not like I think its a great map I know its shitty But I view alpha as a shitty playble thing I get what people are saying but I need feedback on whats wrong with it other then it being terrable Like what can i do here or how can I adjust the health pack and make the map more balanced but I can't do that if people are just downloading the map and saying this is shitty and leaving no feedback on other than the map being shitty
That was more or less the point of it and im open to anything specific other than the map sucks The point is in the begining when i first got feedback I thought maybe i should give up what made me continue was the fact that I could turn it into something better but with no feed back other than the map being shitty how can I Im stuck for now doing things that I should really be doing in a final release THE POINT IS INSTED OF PREACHING TO THE CHOIR TELL ME WHAT ABOUT THE MAP BESIDEDS THE LAY OUT IS BAD

Well im going to use this long ramble to point out what im going to do
were going back to A1 baby

You know even if it does suck it still is nice to have people looking after you