Headland

KotH Headland A12

Foot

L2: Junior Member
Aug 6, 2016
64
12
Overpass - alpine themed koth map

First serious map attempt and submission to tf2maps.

When I was doing the basic layout I wanted to go for an alpine look with open gameplay.

This is what I came up with.

Please give criticism, I want to make this map agap asap.

Screenshots:
http://imgur.com/a/bRZVl
 

Foot

L2: Junior Member
Aug 6, 2016
64
12
Thanks.
I will repack my map and sign up for testing.
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
just going off the screenshots, the map looks very dark. You should always keep player visibility in mind. If you want to keep that dark, moody lighting I'd recommend you read This. There's a section on lighting night maps that I think will be useful, although I recommend the entire read.
 

Foot

L2: Junior Member
Aug 6, 2016
64
12
Changelog:
Overhauled the lighting.
Redid the control point.
Changed the peek hole into a window in the left hut.
Moved the left hut more to the side to control sniper sight lines.
Optimized the map more.
Made the spawn glass one sided.

Thanks for the feedback.

Updated screenshots:

Updated control point1.jpg
updated control point2.jpg
updated hut.jpg


Read the rest of this update entry...
 

BenCo

L5: Dapper Member
Dec 30, 2015
242
135
You can disable the HUD by writing cl_drawhud 0 if sv_cheats are enabled. Just a little tip that can make your screenshots better.
 

Foot

L2: Junior Member
Aug 6, 2016
64
12
I am searching for a new name, as overpass no longer suits what I want the map's theme to be.
Maybe something mountainy or rurl.

Changelog:
Changed right passage/maze into a building.
Increased the roof height of the left building.
Tweaked the door positioning on the right hut to fix sightlines even more.
Fixed a bunch of clipping problems with fences.
Tweaked lighting.
Changed health and ammo locations slightly.
Changed door sizes across the map.
Turned the right rock wall into a displacement, and added small amounts of detail.
Fixed a bug with the resupply cabinets.
Changed building layout on the very right of spawn to look and play better.
Fixed player clips on the displacements and buildings being slightly offset.
Optimized the map more.
Updated the sneaky right area outside spawn.

Screenshots:

updatedbuildingfromoutside.jpg
updatedbuildingfromoutside.jpg
updatedrightfence.jpg
updatedrightroom.jpg
updatedrockwall.jpg
updatedroomheight.jpg


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TheClaudioAmericano

L1: Registered
Mar 27, 2013
46
16
I think the middle point is a bit empty as it is atm. Scout in particular has to run around to the right route in order to reach the hp at the point, adding something there to make it easier for Scouts to access and also overall give more cover would help.
 

Foot

L2: Junior Member
Aug 6, 2016
64
12
Maybe adding a medium health pack in mid and changing health packs into small ones on the right?
 

Foot

L2: Junior Member
Aug 6, 2016
64
12
Sorry leswordfish, I didn't see the top down thing.
 

Attachments

  • topdown1.jpg
    topdown1.jpg
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TheClaudioAmericano

L1: Registered
Mar 27, 2013
46
16
Maybe adding a medium health pack in mid and changing health packs into small ones on the right?
I don't think that would solve the issues I addressed, but overall I think bringing this to play test would be best so you can see how the map plays out in an actual match. I can't give you much feedback without playing a match, just assumptions like the lack of cover at mid I mentioned.
 

Foot

L2: Junior Member
Aug 6, 2016
64
12
Changelog:
Made the control point have the high ground.
Added more cover on the control point.
Removed the cubby on the battlements and raised the fences around them.
Made some of the battlements wall transparent.
Added cube maps.
Changed health and ammo locations and amounts.
Tweaked lighting.
Minor optimization.
Added minor detailing around the map.
Added basic signs.
Fixed some misc clipping issues.

Screenshots:

a4_1.jpg a4_2.jpg a4_3.jpg a4_4.jpg a4_5.jpg a4_6.jpg

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Foot

L2: Junior Member
Aug 6, 2016
64
12
Changelog:
Added actual fitting skybox for better optimization and file size.
Minor optimization.
Moved back the right sniper hallway.
Widened a few areas.
Changed signs slightly.
Reduced cover on the sniper/battlements area.

I will be adding this map to the play testing server to get some feedback.
Thanks for the help so far.

Updated screenshots:

a5-2.jpg a5-3.jpg a5-4.jpg a5-5.jpg a5-1.jpg

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Last edited:

Foot

L2: Junior Member
Aug 6, 2016
64
12
Thanks for the feedback, here is the changelog.

Changelog:
Made the map themed at day rather than night.
Removed window at the left hut.
Widened the out of spawn courtyard.
Fixed a bug where the spawn doors were clipping through walls.
Heavilly nerfed a sniper angle, look at screenshots for reference.
Removed the health packs inside the right passthrough hut.
Added new signs to encourage using the flank route.

Screenshots:
a6-1.jpg a6-2.jpg a6-3.jpg a6-4.jpg

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Foot

L2: Junior Member
Aug 6, 2016
64
12
This is the biggest update yet, and i cannot give a full change log.
So I will just say the biggest points.

I have completely redone the area in front of spawn to discourage spawn camping and decrease the crazy sniper sight lines.
Along with that I have redone mid and lowered the right high ground and removed most of the barrier between that and the other area.
I fixed a bunch of clipping and displacement bugs and removed the tree house in mid.
The lighting is no longer shrek green and is now slightly off white.
Changed the upstairs door's size to large.

These are the biggest changes and to see the finer details I would recommend just downloading it and seeing it for yourself.

Here are some screenshots.
I know about the texture errors in the screenshots and I have fixed them.

a7-1.jpg a7-2.jpg a7-3.jpg a7-4.jpg a7-5.jpg a7-6.jpg

Read the rest of this update entry...
 

Foot

L2: Junior Member
Aug 6, 2016
64
12
Changelog:
Changed health locations all across the map.
Added more cover to right sniper angle.
Redid middle cover.
Added roof trim on the middle exit to mid.
Improved lighting in a lot of spots.
Shifted connector slightly more forward.
More optimization.
Added a rock on the right cliff area.
Slightly tweaked the ramp area next to the lower entrance to middle.
Nerfed sniper angles in mid by shifting the fence on the highground spot.
Changed some doorway sizes.

I had some technical errors which is why the update got delayed until today.

Thanks for the feedback.

Read the rest of this update entry...
 
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