Koth_Canal [Open] [Alpha]

supmynameiscaden

L1: Registered
Sep 6, 2016
5
0
Koth_canal was my shot at making a map for the frontline community update, however part way through I lost interest in the project.
If you would like you could remove the frontline assets and make it a normal map

As for credit I would like some but not full credit

The map itself contains three bridges going over a single canal which has land mines along the edge as well as a few "buildings" (right now just solid brushes) as well as two larger buildings serving as spawn

The map lacks texture on the spawns, a 3D skybox, many minor adjustments (to make things look pretty), some form of battlements (or somewhere where snipers can settle down), Health and ammo packs and texturing in other places.

For now you can do whatever you want with the map as long as you keep the central idea and general layout.

Here are some pictures and the download
20160906202037_1.jpg 20160906202048_1.jpg 20160906202058_1.jpg
Frontline Assets:http://frontline.tf/pack.html
 

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Pinewabble

L2: Junior Member
Dec 22, 2015
50
64
you might want to add "light_environment" and some other lights because the map is currently in fullbright making it look pretty ugly ;-P
 

Pinewabble

L2: Junior Member
Dec 22, 2015
50
64
K, i did quick exploration of your map i've noticed some things that you might want to take in consideration:

1. Spawn has only one exit making it very easy to spamcamp
2. you can stickyjump over the spawn buildings (not properly clipped)
3. I would suggest looking into using func_detail otherwise your visleafs are going to cry
4. Sniper sightlines are pretty awful (you can quite easily spamcamp from the otherside of the bridge
5. i've noticed some asymmetry in the map (like the houses,bit of the stairs,door sizes ,etc
6. map is in a giant cube .While it makes you not to worry about leaks and such,it takes space and creates unnecessary leafs

I would suggest watching UEAKCrash's tutorials and mapping tips
(
View: https://www.youtube.com/watch?v=fdpTT2pqIVY&list=PL2KT0JL74Qff_c1WbqNi4K5yAmpWAUQlq
)

Anyway for a first map you did pretty good job i'd rate it pickle and a half, Good luck to your mapping endeavors! ;)
 

supmynameiscaden

L1: Registered
Sep 6, 2016
5
0
K, i did quick exploration of your map i've noticed some things that you might want to take in consideration:

1. Spawn has only one exit making it very easy to spamcamp
2. you can stickyjump over the spawn buildings (not properly clipped)
3. I would suggest looking into using func_detail otherwise your visleafs are going to cry
4. Sniper sightlines are pretty awful (you can quite easily spamcamp from the otherside of the bridge
5. i've noticed some asymmetry in the map (like the houses,bit of the stairs,door sizes ,etc
6. map is in a giant cube .While it makes you not to worry about leaks and such,it takes space and creates unnecessary leafs

I would suggest watching UEAKCrash's tutorials and mapping tips
(
View: https://www.youtube.com/watch?v=fdpTT2pqIVY&list=PL2KT0JL74Qff_c1WbqNi4K5yAmpWAUQlq
)

Anyway for a first map you did pretty good job i'd rate it pickle and a half, Good luck to your mapping endeavors! ;)

Hey thanks I will be sure to take these things into consideration when making my next map
Though fine tuning is not really my specialty i'm sure I can work on these things

but yeah this was just a summer project for me but in the future i'm thinking of taking this more seriously
Anyways thanks for the feedback