Eros

KotH Eros RC2a

Bakscratch

Finisher of Maps
aa
Oct 29, 2010
714
1,492
Eros - Eros is a King of the Hill map set in Greek Island Santorini, Its a fast enjoyable KOTH map.

Eros is a King of the Hill map set in Greek Island Santorini, Its a fast enjoyable KOTH map.

Take a look at the view, Explore the town and enjoy your stay. eros_workshop.JPG
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Dat...

Dat...

Dat artstyle.

That said, I wish the houses in the skybox above the map would have some detail instead of being plain white with two windows cut out of them.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Santorini? TF2 is really becoming more like CS:GO every day :D

In all seriousness, your hyping was justified. Can't wait to play rounds on this.

Edit: Wait... I just recognized the map. I seriously hope you've removed that screaming.\

Edit 2: BIRDS, BAK. YOU'VE OFFICIALLY OUTDONE YOURSELF.
 
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Izotope

Sourcerer
aa
May 13, 2013
698
764
Stunningly beautiful.
Also reminds me of the War Rock map "Bluestorm".
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
Amazing looking map, can't wait to play on it.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Optimization is pretty bad. Look at how much is being rendered at once while I'm standing in spawn:
UJeBNko.jpg

(ignore fps counter, it's only so low because of mat_wireframe.)
 

Frosty Scales

L2: Junior Member
Mar 22, 2015
93
30
map looks and plays great, but when I put it on a server I got a lot of people saying that their fps was dropping badly. So yeah this definitely needs optimization work
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,773
I haven't walked the map yet, but if the cliff and cliff buildings are in the skybox, you should be able to put skybox brushes over the top of any building that can't be jumped on. Combined with good use of hint brushes + areaportals, should be able to cordon off at least some areas for optimization.

The building in Zed's screenshot looks like a prime candidate for this treatment.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
I haven't walked the map yet, but if the cliff and cliff buildings are in the skybox, you should be able to put skybox brushes over the top of any building that can't be jumped on. Combined with good use of hint brushes + areaportals, should be able to cordon off at least some areas for optimization.

The building in Zed's screenshot looks like a prime candidate for this treatment.

There is indeed a skybox brush on top of that building, I was investigating it on the server. In fact, from a certain angle, you can slightly see where the skybox brush occludes a non-func_detailed brush, even though it's pretty non-obvious.

Optimization is not my strong point, but I'd imagine you could extend a huge areaportal through the ocean, as well as put some in the doorways? If that's possible, and if you're not doing that already.
 
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RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
I was like "why does this map have the same layout as koth_ripntearmidi?" Now I know why... jesus. :V

I really love DEM BIRDS! They're so good and gives you that "coasty" atmosphere. But there's something I (at least) would change:

NoRu7bz.jpg


Those mountains at the BG. They look odd,and well. They basically don't fit at all with the map. It's like this "island" is just in the middle of the biggest lake in the world. And since the seagulls (they're seagulls,right? Or maybe SEAGALS?) are more into the coast/beach/ocean,removing that bg might be the best idea IMO.

arnolds8.jpg

And these pictures were made on the limit of the skybox. There's a TON of nodraws that ruins the beauty of this map. Since it's a symmetrical map,both sides have the same problems.

AAQhXft.jpg


QPMOx57.jpg


NsTBLvD.jpg


h5PkZ2m.jpg


Other than that (and that "optimization" part),I think it looks really awesome. My body is ready to test this map. ò3ó
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Generally this looks kinda nice but there's a lot of room for improvement, so harsh words follow:

The overall lighting is blaaaaaaaaaaaaand as fuck everythings so uniformly lit. Make the ambient darker and the direct light brighter, or maybe just fiddle with tonemap and bloom values?

Change these to point lighting, it oughtn't affect the overall lighting much but it'll get rid of the blotchy shadows:
eros-1.JPG


This looks like garbage:
eros-2.JPG

It's super blocky which doesn't really mesh with the rest, the stones down the side are way too dark, the contrast is eeeeeeeehhhhhhh then the top bit looks sort of plonked on and doesn't really look like it belongs at all

The cliff texture is naaaasty, iirc it's meant to be a filler material for some modelled rocks that were cut from the game before launch. but it may have been in dustbowl or 2fort? either way, nasty lookin

Where are all da boats?
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
worth noting that blocky tower is a facade with a rocket hidden in it

(but still could do with being rounder or smth)
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Change these to point lighting, it oughtn't affect the overall lighting much but it'll get rid of the blotchy shadows:
eros-1.JPG
Or just disable self-shadowing.