KotH Hardware [Deleted]

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Blank

L1: Registered
Jan 6, 2017
35
1
Hardware - First map

First map, messed up a1 download so I put a1a download here. I can't recover a1 because I saved a1a as a1 by accident.
 

200

L2: Junior Member
Aug 11, 2013
54
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The general layout is pretty good. The mid is kinda choky while sides are open for sniper advantage (however, there are good routes to avoid snipers, but it still seems a bit werid, imo). As said before, the lighting is terrible, you should really lower the walls that surround the map to let the light from the skybox out.


Also, this is a bit disturbing (does this seem even a little bit off the grid?). My suggestion is to increase the grid size and line those ramps with the gate and the grid so it wont be annoying later, when map will get some detailing. Same for the red side.

XJsQGNc.jpg



And you could maybe add stairs here, this place does not really bring height advantage to the gameplay so it is kind of pointless not to have stairs or ramp here so you dont bump into something when going backwards / trying to snipe there.

vyLnCVZ.jpg


Overall, pretty good but needs polishing.
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
There is an agree button, too. This site has got a heck lot of buttons.
 

Blank

L1: Registered
Jan 6, 2017
35
1
You don't need make a new fucking tread each time you update.

There's a button for updating your map.
I said in the overview; "First map, messed up a1 download so I put a1a download here. I can't recover a1 because I saved a1a as a1 by accident." meaning i messed up the a1 download by accident.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
There's no need to keep harping on a new user for making a mistake. Blank, in the future, you can ask staff for help instead of creating and deleting unnecessary threads.
 

Blank

L1: Registered
Jan 6, 2017
35
1
  • Fixed stairs not aligned with door to battlements
  • Made platform to the right of spawns have ramps on on all 3 sides
  • Made walls around the map shorter
  • Fixed the light problem under battlement doors
  • Opened up Capture point area
  • Added spy-tech equipment to rooms to have the sounds in spawn more relevant

Read the rest of this update entry...
 

ArskaWarrior

L1: Registered
May 31, 2016
31
8
well, interesting map.
I did played around it and noticed few thing.
I don't want insult you, more like improve.

First of all. No clipping any where. Link to good video:
View: https://www.youtube.com/watch?v=Pyaz-mmFzJM

and part to to make your own clippings:
View: https://www.youtube.com/watch?v=rE6S0DmrDGc


20170205171707_1.jpg

That sniping. Mid is impossible to do shit whit sniper. no good angles, only that door at ramp, and event that is not too good. It takes time to learn class balance.
20170205171527_1.jpg

Next is sides of map. sniper is perfect to area that is no use to defend. Maybe wall to middle of this "hallway".
20170205172120_1.jpg

Engineer is not best class at koth, but after all mid has only one good place to minisentry and regular i couldn't find any good place.
map is too short so teleporter will be useless.
20170205172219_1.jpg

this was interesting. Only scout is able to jump over this small box. Maybe some wall to protect everyone who uses these boxes.
20170205172312_1.jpg

I don't know that do you know that heavy can jump up here. interesting. Keep it.
20170205172354_1.jpg

this corner is useless and looks so sad.
20170205172536_1.jpg

there is nothing. Maybe that are should just shut down.

After all this is good one to a first map. takes time to learn mapping and I hope good time whit map making :)
 

Blank

L1: Registered
Jan 6, 2017
35
1
That sniping. Mid is impossible to do shit whit sniper. no good angles, only that door at ramp, and event that is not too good. It takes time to learn class balance.
you mean sniper isn't good? Or is it sniper is too over-powered?
 

Blank

L1: Registered
Jan 6, 2017
35
1
  • Added rooftop area
  • Added ramp to the left of both spawns to access roof area
  • replaced a wall with a more straight wall connecting to the wall
  • Added a wall next to the crates on the platform near point to add protection to people going up the crates
  • Added a plank connecting the wall outsides spawn and the roof of battlements
One thing is I hope the rooftop area will add something for snipers to do and not be in one place for 10 years.

Read the rest of this update entry...
 

ArskaWarrior

L1: Registered
May 31, 2016
31
8
interesting changes, but it need few more thing to change.

20170206180746_1.jpg

way more advantage to sniper. But counter class spy got kinda ignored. road from mid to roof area is way too long for spy or any other not rocketjumping class
20170206180245_1.jpg
This is where I am proud of you. :)
20170206180304_1.jpg 20170206180305_1.jpg
Other good one.
20170206180331_1.jpg

Dead hole!!! maybe you might fill it?
20170206180822_1.jpg

These med and ammo is too close to a spawn, useless for spawning team and gives advantage of spawncamping.

Hopefully you will have fun trying figure out something to all/some of these stuff.
 

Blank

L1: Registered
Jan 6, 2017
35
1
  • Added cubemaps
  • Made the point on a base rather than a flat area
  • Aligned some textures (Hopefully)
  • Removed the entire upper area
  • Made walls and buildings taller (Below for reason)
  • Added clips on top of some walls and buildings (Will remove some if necessary)
  • Moved resupply lockers to prevent people from opening the doors and getting resupplied and letting the other team spawn-camp
  • Added surrounding walls to the point
  • Doors are larger letting people through instead of a door being it's own choke-point
  • Removed roof from right path
(Please report any clip exploits that you find as I can't seem to find them all and they are all over the place)

Read the rest of this update entry...
 
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