koth_production

KotH koth_production B13

Elizabeth

L2: Junior Member
Jan 16, 2016
79
30
koth_production - KOTH map set in an munitions factory

Welcome to koth_production. The map pits Red and Blu against each other for control of a munitions factory. The map follows a close design to viaduct with a few twists such as having the map use rotational symmetry instead of mirrored symmetry which is seen in most koth maps.

Resources used
ABS TF2 mapping resource pack
Frontline asset pack


To install drop it inside you're maps folder in your tf2 directory
default directory should be this
C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps
 
Last edited:

Elizabeth

L2: Junior Member
Jan 16, 2016
79
30
B10 Changes
Refined the map detail by back of the mid bunker.
Built cubemaps that was missing prior
Improved clipping on doorways with jutted out parts

Read the rest of this update entry...
 

strafe

L1: Registered
Jul 19, 2016
34
43
Hi! I downloaded your map.

Feedback:
Missing texture on this satchel:
20160726112847_1.jpg
Some of the lights are too bright:
20160726112948_1.jpg
Some sightlines I found:
20160726104604_1.jpg 20160726104623_1.jpg 20160726104852_1.jpg 20160726104930_1.jpg
The trigger_hurt on these barbed wires is pointless IMO:
20160726104703_1.jpg

Overall it looks pretty nice though, good job!
 

Elizabeth

L2: Junior Member
Jan 16, 2016
79
30
Thanks for the feedback, I will fix them up after I am clear to update what was worked on in the jam.
 

Elizabeth

L2: Junior Member
Jan 16, 2016
79
30

Elizabeth

L2: Junior Member
Jan 16, 2016
79
30
B11 Changes
- Closed off many sniper sightlines (thanks to strafe for pointing out the major ones)
- Improved lighting to aid visabillity
- Toned down lighting at the connector building
- Replaced some brushwork with props
- Some detailing at the connectors and the mid bunker

Known issues
- 3D skybox rendering brushes that are not supposed to be there

Read the rest of this update entry...
 
Last edited:

strafe

L1: Registered
Jul 19, 2016
34
43
Checked out the updated version.

You should func_detail your stairs. Some other candidates for func_detailing:
This shack:
20160804151646_1.jpg
This tunnel:
20160804151751_1.jpg
This roof:
20160804151909_1.jpg
These bridges:
20160804152002_1.jpg

I found this misaligned brush:
20160804151541_1.jpg 20160804151553_1.jpg

IDK if you are aware but you don't need your entire map to be copied into the 3d skybox, just the stuff you didn't place in your map. Source renders the entire 3D skybox first, then renders the map geometry over it. Maybe this is causing the issue with brushes rendering where they shouldn't?
20160804151847_1.jpg

The acute angle on this wall doesn't look very nice, you should clip it to be right angles IMO:
20160804152111_1.jpg
(BTW I like the removal of the barbed wire.)

You should put nodraw on surfaces hidden by displacements:
20160804152040_1.jpg
 

Elizabeth

L2: Junior Member
Jan 16, 2016
79
30
B12 changes
- Toned down the lighting around mid
- Improved area portals at water, spawn and mid
- Added nodraw to many surfaces that lacked them
- Adjusted the shape of the divider by shack to be less sharp
- Removed some crates covering mid
- Actually compressed the map file down to help speed up downloads
- Removed remains of the map left in the skybox

Known issues
- 1HU gaps and misalignment from rushing the maps layout during the 72hr jam.
- Dark patches of lighting around the windows behind the mid tower

Read the rest of this update entry...
 

Elizabeth

L2: Junior Member
Jan 16, 2016
79
30
Changes
- Improved the 3d skybox to improve the maps feel
- Lighting overhaul to improve visibility behind mid bunker and hut
- Detailing on the mid divider wall and transition building at spawn
- Fixed a bunch of 1 Hammer unit gaps around the map that caused inconvenient clipping during play
- Added nobuild on top the divider at slope/hut
- Adjusted crate position at Mid to cut off major sniper sightlines from mid to the transition building

Read the rest of this update entry...