Koth_skyfortress

KotH Koth_skyfortress b2

Billo

aa
Feb 8, 2016
920
397
Koth_skyfortress - SkyFortress

Floating islands, people Fall to their Deaths and much more you can find on sky fortress!

this is a map For the Project my team and i are working on, and its called skyfortress!
there will be a 2 minutes sfm short animation for the project.

Note:
this is the beta version.
the sfm short will take part on this map too.
and finally some places-buildings are textured.
1: for the sfm short.
2: just for you to understand how the map will be.
 

Billo

aa
Feb 8, 2016
920
397
yes thats for sure! and thanks.
but i haven't tried before to test my map.
could you tell me or send me a link so i learn how to do it?
 

Etasus

L420: High Member
Jul 24, 2016
463
251
Here, I have some feedback for you:
koth_sky_fortress_b20001.jpg

textures are wrong
koth_sky_fortress_b20002.jpg

I feel like I shouldn't be able to stand here...
koth_sky_fortress_b20003.jpg

Only one exit from what I assume is the main spawn...
koth_sky_fortress_b20005.jpg

from what is the secondary spawn, it is very dark, and one exit will never be used...
koth_sky_fortress_b20006.jpg

I feel like i should fall through the planks here
koth_sky_fortress_b20007.jpg

WTF??? do something with your displacements! something messed up!
koth_sky_fortress_b20008.jpg

It feels like you just threw in the point without much thought, and had more thought for the design, then the gameplay...
koth_sky_fortress_b20009.jpg

these ramps should not push you forward... demoknights can use them for that, but I don't think pyros should have the ability to do that...
koth_sky_fortress_b20010.jpg

this rope looks wierd
koth_sky_fortress_b20011.jpg

this island here is never gonna be used, its too far from the point, and does absolutely nothing to the team holding it...
koth_sky_fortress_b20012.jpg

Im almost tempted to say the same for this island...
koth_sky_fortress_b20013.jpg

HOLY SHIT! Its asymmetrical!

Final thoughts:
This map should NOT be in beta... it was never in alpha, and this is bad... It's asymmetrical, so I would expect it to be tested a lot, but I haven't seen it in a single imp yet... the entire map seems thrown together for design, and it was almost as if gameplay was an afterthought... this map is a pyro and spy heaven, and I believe the map is almost unplayable... please, start your map in alpha... not beta... this map needs so much work done to it, I don't think it will ever reach a true beta... sorry
 

Billo

aa
Feb 8, 2016
920
397
Thanks For the Feed Back!
I will Try to Follow Your Instractions and improve the map despite that you dont feel like it is possible but i wont just give it up.
i will make a new skyfortress themed map thats for payload. that may sound a lot better right?
but here is the thing. you got the idea i had for a project and a map for it too. should i make the payload have several islands or only 1-3?
let me know down your thoughts! thanks again
 

sooshey

:3c
aa
Jan 7, 2015
514
410
This is actually a cool idea, but the entire map renders at once because there's no world brushes dividing the sections of your map. This means with 24 players, performance will be terrible. Unfortunately I don't think there's a good way to fix this without changing the entire theme of your map.

Edit: Thought of an idea. If you had fewer, much larger islands with more buildings on them, that might help your map's performance. Basically, try to hide sections of your map completely behind other things (buildings walls, nodraw brushes hidden within your islands, etc.). You want to avoid being able to see most of your map from one spot. The way your layout is now, those tiny islands don't block sight at all, so nothing is ever hidden.
 
Last edited:

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
@SmallBiscuit I disagree with some of that. Demomen can only charge up walls much steeper, and hell, pyros need to be able to navigate across the map! Moving on, would you want to fall between planks in the middle of a fight? Players don't even look there. Imps aren't the only means of testing a map, nor is all the tf2m stuff, and noone has the right to accuse him of not having tested it.
 

Etasus

L420: High Member
Jul 24, 2016
463
251
@SmallBiscuit I disagree with some of that. Demomen can only charge up walls much steeper, and hell, pyros need to be able to navigate across the map! Moving on, would you want to fall between planks in the middle of a fight? Players don't even look there. Imps aren't the only means of testing a map, nor is all the tf2m stuff, and noone has the right to accuse him of not having tested it.
yeah, my main problem is that its asymmetrical, and i don't think its balanced... also, about the planks, i was saying that the planks are too far a part, and should be moved closer...
 

Billo

aa
Feb 8, 2016
920
397
thanks guys for your help and feed back!
i know its hard to make it have better performance. i tried by adding area portals but when i did add at least 1 the game crashed and said numerous area portals and i was like really?
anyway how does it sound about making a payload skyfortress map?
and also should i name is pl_skyfortress?
because i want the main map for the project to be called like that.
tell me down your thoughts i really love reading them and thanks again for your help.