Koth_oakvale

KotH Koth_oakvale A3

Jeddyk

L1: Registered
Jul 31, 2016
40
13
Koth_oakvale - A king of the hill map for the Frontline community update

Map im currently working on for the Frontline community update , its still being worked on so any feedback or suggestions is apreciated
 
Last edited:

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,942
1,281
The detailing in this map looks great but I do wish you would have waited to get some more testing on it first. The map is mostly a straight line with TONS of sniper sightlines and not many options for other classes. It's both thin and short which became dull rather quickly. I would suggest taking a real hard look at this maps layout compared to other successful KOTH maps and redesign it to fit TF2's gameplay a bit more. Also the skybox lighting is really bright.
 

Jeddyk

L1: Registered
Jul 31, 2016
40
13
I will see what i can do, the thing is that im quite terrible at making layouts , and detailing is what im best at( cant resist detailing)
 

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
1,942
1,281
I will see what i can do, the thing is that im quite terrible at making layouts , and detailing is what im best at( cant resist detailing)
That's why your here! To get better :D

If detailing is what you are most interested in, maybe it would be better to work on a collaboration where one person makes the map fallowed by you doing the art pass.
 

Jeddyk

L1: Registered
Jul 31, 2016
40
13
I think i managed to get a solid layout ,one that inst just going foward and doest have alot of sniper sightlines to the point , just need to tweek it a lil bit and update it and test it again
 

Jeddyk

L1: Registered
Jul 31, 2016
40
13
20160804192919_1.jpg
20160804192942_1.jpg
20160804192954_1.jpg


Read the rest of this update entry...
 

Jeddyk

L1: Registered
Jul 31, 2016
40
13
they do look rather weird, but ill see how the playtest goes before making changes to the map such as the one you suggested (still thanks for the suggestion)
 

Da Froog

L1: Registered
Jul 19, 2016
30
7
Some feedback, but dont take it too seriously :D

-A sniper standing on either of the trains at mid is able to hold all entrances
-I know its a beta thing, but you can stand on a tree at spawn and snipe at an area of mid
-the sings on the walls in the red bar are missing textures, but might just be me
-The stairs at spawn leading to a door are confusing, as they look like they might lead to an entrance
-I dont know how u feel, but i think an engie building a sentry on top of the mid roof might be op

Again, dont need to take these too seriously, just some of my thoughts :)
 

Jeddyk

L1: Registered
Jul 31, 2016
40
13
Some feedback, but dont take it too seriously :D

-A sniper standing on either of the trains at mid is able to hold all entrances
-I know its a beta thing, but you can stand on a tree at spawn and snipe at an area of mid
-the sings on the walls in the red bar are missing textures, but might just be me
-The stairs at spawn leading to a door are confusing, as they look like they might lead to an entrance
-I dont know how u feel, but i think an engie building a sentry on top of the mid roof might be op

Again, dont need to take these too seriously, just some of my thoughts :)

that was the older version of the map that had trains (i removed them and made a new mid) , pretty mutch the entire map was redesigned
 

Kreg

L2: Junior Member
Jun 27, 2016
98
43
So I got the opportunity to play this map, and a couple of things. First, I'd like to say that this map was very interesting, and I never got lost. Secondly, props around the point made it feel really closed it. Lastly, it took people a while to figure out you could get onto that roof section we discussed.

Hope that was useful and good luck with your map, I like it a fair bit.
 

Da Froog

L1: Registered
Jul 19, 2016
30
7
Allright, time for some feedback on the actual map


koth_oakvale_b20000.jpg
-You should clip these

koth_oakvale_b20001.jpg
-This still looks like it could be an exit

koth_oakvale_b20002.jpg
-Door is clipping with the wall

koth_oakvale_b20003.jpg
-Quite a long sightline

koth_oakvale_b20004.jpg
-Weird lighting

Still, these a re just some of my thoughts and you dont have to change any of these if you dont want to
 

Jeddyk

L1: Registered
Jul 31, 2016
40
13
-New spawnroom
-Removed one of the buildings as it wasnt being used or was necessary at all
-Roofs on mid now have a platform
-Added a new route in the back of the mid buildings
- Replaced the walls in mid
- Added more detail around the map
- The mid buildings have been rezised
-Clipped every stair and almost every corner
- Added a hazard strip to indicate the capture area

Read the rest of this update entry...
 

Jeddyk

L1: Registered
Jul 31, 2016
40
13
Allright, time for some feedback on the actual map


koth_oakvale_b20000.jpg
-You should clip these

koth_oakvale_b20001.jpg
-This still looks like it could be an exit

koth_oakvale_b20002.jpg
-Door is clipping with the wall

koth_oakvale_b20003.jpg
-Quite a long sightline

koth_oakvale_b20004.jpg
-Weird lighting

Still, these a re just some of my thoughts and you dont have to change any of these if you dont want to

Some of your suggestions have been fixed in the newest version ,still thanks for sending them