KotH koth_wood [Deleted]

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djdogewizard

L1: Registered
May 25, 2016
26
3
koth_wood - A mostly dev texture KOTH map, WITH A TWIST

THIS IS MY FIRST TF2 MAP EVER

This mostly dev texture map is a very simple KOTH map, but with a twist:

There are forward spawns for each team. If BLU captures the point their forward spawn will activated. If BLU loses the point to RED, RED's forward point will activate and BLU's will deactivate.

Please keep in mind that this is my first TF2 map and feedback is fine!

---INSTALLATION (Windows)---
1. Download the map (Duh)
2. Extract the .zip using whatever program you use (I prefer 7Zip)
3. Move both files (.bsp and .nav) to:
C:\Program Files (x86)\Steam\SteamApps\common\Team Fortress 2\tf\maps, or wherever your TF2 maps directory is.
4. Play the map by opening the console (In TF2) and typing whatever the .bsp's name is, ex. koth_wood_b7
5. Play it!
---KNOWN BUGS/MISTAKES---

-BLU's and RED's forward spawn door can be opened when the forward spawn is not active
-MAJOR Sightline between spawns
-Stairs's steps are 64 hammer units (Too Big)

---CHANGELOG---
 
Last edited:

djdogewizard

L1: Registered
May 25, 2016
26
3
This update only did minor changes to the map:

- Changed some minor textures
- Added a 3rd spectator camera

This is the last minor update untill I fix the MAJOR SIGHTLINE BETWEEN SPAWNS. b10 will fix the major sightline. b11 will be the last beta version until the final version.

Read the rest of this update entry...
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
Don't think you should just go directly into beta. B9? Really?

EVERY map starts in an alpha stage,then beta,and then release candidate. (If you watched Crash videos you probably know that)

Of course,I can eat every single one of my words if you tell me you were testing the map with other people (bots don't count. AT ALL.) on random servers.
 

Samniss Arandeen

L1: Registered
Mar 3, 2013
33
7
Did you just make a big cube of devtexture/skybox and fill it in? That's what it looks like from here.
 

djdogewizard

L1: Registered
May 25, 2016
26
3
Don't think you should just go directly into beta. B9? Really?

EVERY map starts in an alpha stage,then beta,and then release candidate. (If you watched Crash videos you probably know that)

Of course,I can eat every single one of my words if you tell me you were testing the map with other people (bots don't count. AT ALL.) on random servers.
I do have versions before this (b1,b2,b3,b4,b5, and b6) but I chose not to put them up for download. I didn't think my map was good until about b7, so I released b7 instead of starting at b1.
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
Of course,I can eat every single one of my words if you tell me you were testing the map with other people

Allow me to put that issue to rest:
20160601173452_1.jpg
20160601173512_1.jpg

Yup. That's not only a sightline straight from spawn to mid, but right through mid to the other spawn. Sniper fun for all. You are apparently aware of this, which is good, but haven't done anything about it, which is bad

20160601174001_1.jpg
All undersides of ceilings are pitch black. There seems to be a light_spot with each lantern, but also place a regular light entity a little below, so some light can go upward as well. The brighness can be low, like 100 or so.

20160601173940_1.jpg
These stairs are redonkulous. It's good that they're playerclipped so that they can be walked up, but seriously 64hu stairs are equal to 4 foot high stairs in real life. It's good to block out alphas in large grid sizes, but stairs are an exception. Also ramps would be much better and easier. Also also ramps/stairs usually have a gentler slope than 1/1 (45%). 1/2 and 2/3 are good starting points.

In addition to those critiques, it would be good to add more screenshots next version. Also there's no patches under the health and ammo, which isn't WAY important, but people will give you feedback demanding them.

EDIT: I would also recommend taking this back to alpha. Beta is the stage you add textures, but just because you have textures doesn't make the map beta. You need to make sure the gameplay works first, before you make plans about being 2 versions away from RC.
 
Last edited:

djdogewizard

L1: Registered
May 25, 2016
26
3
Allow me to put that issue to rest:
20160601173452_1.jpg
20160601173512_1.jpg

Yup. That's not only a sightline straight from spawn to mid, but right through mid to the other spawn. Sniper fun for all. You are apparently aware of this, which is good, but haven't done anything about it, which is bad

20160601174001_1.jpg
All undersides of ceilings are pitch black. There seems to be a light_spot with each lantern, but also place a regular light entity a little below, so some light can go upward as well. The brighness can be low, like 100 or so.

20160601173940_1.jpg
These stairs are redonkulous. It's good that they're playerclipped so that they can be walked up, but seriously 64hu stairs are equal to 4 foot high stairs in real life. It's good to block out alphas in large grid sizes, but stairs are an exception. Also ramps would be much better and easier. Also also ramps/stairs usually have a gentler slope than 1/1 (45%). 1/2 and 2/3 are good starting points.

In addition to those critiques, it would be good to add more screenshots next version. Also there's no patches under the health and ammo, which isn't WAY important, but people will give you feedback demanding them.

EDIT: I would also recommend taking this back to alpha. Beta is the stage you add textures, but just because you have textures doesn't make the map beta. You need to make sure the gameplay works first, before you make plans about being 2 versions away from RC.
THANK YOU FOR YOUR FEEDBACK!!!!!!!
I cant tell you how much this will help me with my map. I will follow everything you said to make this better. Thanks again
 

djdogewizard

L1: Registered
May 25, 2016
26
3
This download has been removed and is no longer available for download.
 
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