koth_bridgeway

KotH koth_bridgeway 7b

Eris

L2: Junior Member
Jun 9, 2016
84
10
koth_bridgeway - A simple and relatively small koth map.

Post-72hr branch of Koth_Bridgeway. I uploaded this version to keep the older one around for archival purposes. You can view it here: https://tf2maps.net/downloads/koth_bridgeway.2996/

This map is currently not finished, and has quite a few problems due to my inexperience, and general lack of testing. Please let me know what you think, and any feedback is greatly appreciated.

It shouldn't take more than a week to finish if all goes well.
 

Melo

L1: Registered
Oct 5, 2016
20
8
This is a pretty good map. Nice job! The one I made (I am also inexperienced and did not get almost any testing) is not very good.

Changes:
-Fix this fence clipping where you can stand on top of the fences
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-Point exits to spawn towards capture point (It makes it easier to get used to the map)
giphy.gif

-Remove this sight line from one entrance to the courtyard to another
FC0EA1C73A83FCB8A4E06D1A339F553CE6F71725

-(This is personal preference) Flatten these bumps, it blocks some jumps from one side of the courtyard to another.
C308EB25B1D41B1D592B13ECA3440F3762AB02BA

-Remove or make this room useful (It doesn't serve a purpose)
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-(if you have time) Extend the walk from spawn to capture point, it a bit too short. This might be a helpful video by Crash for the layout of the extension:
View: https://youtu.be/7cZhJF4P2vI

-Maybe remove some of the columns near the point, they make it feel too cluttered. (That could just be me though)
 

Eris

L2: Junior Member
Jun 9, 2016
84
10
The fence thing has already been fixed, and I'm actually trying to see if I can remove them entirely. The pillars are much harder to do, however. Removing them makes sentries much stronger, and gives snipers more view of the point.

Aside from that, thank you for the feedback. I'll see what I can do with the spawn doors.
 

Melo

L1: Registered
Oct 5, 2016
20
8
Thanks for listening to the feedback! I still think that the sight lines on the top of the building are a little too long, but I guess it's okay. Overall, the update you sent me was a lot better.
 

Eris

L2: Junior Member
Jun 9, 2016
84
10
Thanks for listening to the feedback! I still think that the sight lines on the top of the building are a little too long, but I guess it's okay. Overall, the update you sent me was a lot better.
Aight! I've been pondering reverting the pillar change, and instead widening the doors, as I really do like the look of the point, and the doors themselves look a bit weird.
 

Eris

L2: Junior Member
Jun 9, 2016
84
10
+Added more ammo kits
+Added more cover for players
+Added more props
*Fixed a bug with the RED spawn points
*Fixed a hole in the map
*Fixed clipping textures
*Fixed prop mirroring
*Improved clipping
*Moved resupply cabinets
*Moved some fences to make the map feel less cramped
*More texturing

Note, this does not fix everything that I mentioned earlier, as this version was compiled last night. 6e will, probably.

Read the rest of this update entry...
 

Eris

L2: Junior Member
Jun 9, 2016
84
10
+Added a third spawn exit
+Added an easter egg :)3)
+Added more cover
+Added more props
+Added more directional arrows
*Fixed a sentry exploit
*Fixed lighting locations
*Fixed misaligned textures
*Fixed some weird brushwork on the BLU side
*Improved cubemaps
*Moved health/ammo kits closer to the point
*Moved spectator cameras
*Named the KOTH Point
*Widened both courtyards significantly
*Widened the doors near the point
-Removed fences
-Removed an ammo kit

Read the rest of this update entry...
 

Eris

L2: Junior Member
Jun 9, 2016
84
10
+Added more cubemap points to make things look slightly nicer (May be getting out of hand now)
+Added more health and ammo kits (One small health, one medium ammo, on each side)
+Added more overlays (Should look slightly more interesting now!)
+Added more props to the skybox area (Ditto!)
*Adjusted the windows to be more even (Nobody will notice, but it was bugging me)
*Attempted to fix the respawn room visualizer again
*Expanded the skybox
*Fixed wrong textures on the RED side
*Increased the brightness of some lights
*Improved the look of the buildings
*Improved the look of the windows
*Map optimizations
*More texturing
*Realigned some props to open up the point more
*Resized player clips

Note: I AM aware of the holes near the RED spawn on floor two. They have been fixed in 7c.

Read the rest of this update entry...