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KotH KOTH_deathmatch A2

bestiebest

L1: Registered
May 28, 2016
9
1
KOTH_deathmatch - This is my very first, verysimple KOTH map.

This map is a koth map. It's very simple, and streamlined. It's still in development, but it's design is pretty much set in stone. Everything SHOULD work properly, but tell me if anything doesn't work.

This is my first map, so don't expect too much.

To install, you just pop it in your maps folder [C:\programfiles(x86)\Steam\Steamapps\Common\Team Fortress 2\tf\maps]
 

Nighttime71

L2: Junior Member
Jan 11, 2016
86
40
Made quick check to map and some simple points:
dark as fuk.jpg
This is very dark and the room outside of it too. Use light or light_spot entities and make them 1000 brightness and spread it inside because visibility is extremely important in TF2.

Another thing is that your map is pretty flat aside from the hill.
overview.jpg
I appreciate how you can go on the gray walls but this won't be very interesting gameplay. I know this is your first map and it's actually pretty good for one and remember that your design is not set in stone and everyone has to change their map a lot if they really care about it.
 

bestiebest

L1: Registered
May 28, 2016
9
1
Made quick check to map and some simple points:
dark as fuk.jpg
This is very dark and the room outside of it too. Use light or light_spot entities and make them 1000 brightness and spread it inside because visibility is extremely important in TF2.
Yep, I just noticed that right after I released this, but didn't find it enough for an A2.

Another thing is that your map is pretty flat aside from the hill.
overview.jpg
I appreciate how you can go on the gray walls but this won't be very interesting gameplay. I know this is your first map and it's actually pretty good for one and remember that your design is not set in stone and everyone has to change their map a lot if they really care about it.

Yeah, I had a bit of a hard time making the area around the point, I had no idea what to do with it. It's going to be a bit hard to change up the area near it, but there wasn't always those flank routes, so that's alright I guess.

But, I did a bit of playtesting with bots, and it's kinda fun to play, mainly because the cap time on the point is really low (Which I'm not changing)
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Screenshots would appear to show the map being a box with things in.

Do not do that. Ever.
It always leads to boring (or relatively boring) gameplay, and alot of the time the author has no idea what to do with it. Re-inforcing my first point, no good community map, or any official map is just a big box with obstacles in, they curve and go in and out at the sides.

What i suggest you do instead, is look at official maps and see how they do things that you want to do, then take inspiration (or possibly take a few areas, but dont just make it seem like a copy) from areas that do what you want, and see how they acomplish it. then make your own geometry that acomplishes the same things.
 

bestiebest

L1: Registered
May 28, 2016
9
1
Screenshots would appear to show the map being a box with things in.

Do not do that. Ever.
It always leads to boring (or relatively boring) gameplay, and alot of the time the author has no idea what to do with it. Re-inforcing my first point, no good community map, or any official map is just a big box with obstacles in, they curve and go in and out at the sides.

What i suggest you do instead, is look at official maps and see how they do things that you want to do, then take inspiration (or possibly take a few areas, but dont just make it seem like a copy) from areas that do what you want, and see how they acomplish it. then make your own geometry that acomplishes the same things.
Okay, I'll take this into account. I'm not too good with brushes in hammer, but I'll try and make it look good when it comes to it.
I've decided to set it on a boat, simply because the geometry would be a bit easier to manage.
I'm really going to work on the gameplay, as of now, not so much the looks. It is, after all, an alpha, made for playtesting.