Export

KotH Export Final

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
Export - Shipdock

Get to that Point!
---------------------------------------------------------------------

Export:
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Red and Blu are fighting for the Control over the Ships!

Thanks to:
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TF2 Emporium Vehicle Prop Pack - Square

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Map information:
----------------

Map type: King of the Hill
File name: koth_export_a1
Release date: December 17, 2017

Developer: XEnderFaceX

Link: No Steam Workshop Link yet

Map Info:
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Environment: Shipdock
Setting: Sunset
Hazards: Enemy Players

Map Items:
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Healthpacks:

Full - 0
Medium - 2
Small - 0

Ammopacks:

Full - 0
Medium - 2
Small - 2
 

TwinMill

L2: Junior Member
Nov 2, 2017
52
28
My man Enderface!
Saw your map and did a bit of a run-through. Here are some of my thoughts:
First of all, very bold of you to do the 90 degree map format.In my opinion it's something that isn't not nearly explored enough.
Secondly your sniper sightlines are pretty harsh. There are multiple points where I can see from the point straight into spawn. That's gonna be pretty easy to exploit. Something else I want to point out is your map has very little height variation outside the point area. Adding different heights to the ground and buildings makes things more interesting to fight on.
I put more details here: https://imgur.com/a/3kMAd but overall I think with the right theme and the right amount of love this map can be a lot of fun!
 

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
My man Enderface!
Saw your map and did a bit of a run-through. Here are some of my thoughts:
First of all, very bold of you to do the 90 degree map format.In my opinion it's something that isn't not nearly explored enough.
Secondly your sniper sightlines are pretty harsh. There are multiple points where I can see from the point straight into spawn. That's gonna be pretty easy to exploit. Something else I want to point out is your map has very little height variation outside the point area. Adding different heights to the ground and buildings makes things more interesting to fight on.
I put more details here: https://imgur.com/a/3kMAd but overall I think with the right theme and the right amount of love this map can be a lot of fun!
Thanks for feedback! ill get on it
 

GeezJordan!

L1: Registered
Jan 9, 2018
16
7
Thats a really cool map idea. A boat map would sound like a lot of fun.
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
i gave the map a play, not bad at all! but it feels very cramped with a full server. i want to make note that the water part of the map is my most favorite to play in and around.
 

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
A10:
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II Gameplay II
==============

- Widened out the Map
- Removed one Container at the Sniper Spot
- Cleaned up big sightline
- Removed Second Ramp to Spawn rooms
- Added SMALL AMMO PACK in Room beneath Control Point
- Added second Exit for Spawn rooms


II Visuals II
=============

- Fully Textured the Map
- Added Various Signs around the Map
- Added one Easter Egg


II Optimization II
==================

- Textured more Textures with Nodraw -
- More Props have Fade in/out


Changelog Video:
View: https://www.youtube.com/watch?v=sww16xjVBfY

Read the rest of this update entry...
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
3$ for expired coffee!? what kind of fancy establishment is this?
 

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
A11:
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II Gameplay II
==============

- Fixed being able to get the Door stuck on Balcony
- Added another Route to Enemy Side
- Relocated Wooden Bridges

II Visuals II
=============

- More Detail
- Changed a few Textures in Control Point House
- Added Displacements


II Optimization II
==================

More Textures have Nodraw

Changelog Video:
View: https://www.youtube.com/watch?v=J9wvKdhOJE8

Read the rest of this update entry...
 

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
B3:
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II Gameplay II
==============

- Added Crate jump at Spawn
- Added Small ammopack ontop of the Warehouse

II Visuals II
=============

- Added 3D Skybox
- Added Outline to Boats
- Roofs look better
- More detail
- Fixed Shadow bug ontop of the Warehouse

II Optimization II
==================

- More Textures have Nodraw

Changelog Video:
View: https://www.youtube.com/watch?v=faal26u8Rvg

Read the rest of this update entry...
 

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
RC1:
---

II Gameplay II
==============

- Removed Secret Pickup
- Fixed Balcony Bug
- Added "Were running out of Time" Voiceline 20 Seconds before end of a Round (Only heard for Losing Team)
- Added More Final Voicelines

II Visuals II
=============

- More work on the 3D Skybox
- Added Cracks into Wooden Bridge
- Added Soundscape inside the Warehouse
- Changed Light inside small Healthpack room to a Lantern
- Properly Lit up the Control Point House
- Added more Pillars
- Replaced most Ramps with Stairs
- Remade Slideshow
- Added Moving Cameras for Spawnroom

II Optimization II
==================

- More Textures have Nodraw
- Adjusted some Prop FadeIn/Out Distances

Changelog Video:
View: https://www.youtube.com/watch?v=CSVM1lMugtQ

Read the rest of this update entry...
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
RC1:
---

II Gameplay II
==============

- Removed Secret Pickup
- Fixed Balcony Bug
- Added "Were running out of Time" Voiceline 20 Seconds before end of a Round (Only heard for Losing Team)
- Added More Final Voicelines

II Visuals II
=============

- More work on the 3D Skybox
- Added Cracks into Wooden Bridge
- Added Soundscape inside the Warehouse
- Changed Light inside small Healthpack room to a Lantern
- Properly Lit up the Control Point House
- Added more Pillars
- Replaced most Ramps with Stairs
- Remade Slideshow
- Added Moving Cameras for Spawnroom

II Optimization II
==================

- More Textures have Nodraw
- Adjusted some Prop FadeIn/Out Distances


OKRPmvM.png

GyzG3ec.jpg

Okay, I'm gonna have to be real with you here: Even though I'm assuming that your layout works fine and needs no further changes, RC really needs to be reserved for your map at its absolute most polished state. RC stands for "Release Candidate", meaning that when you put out an update under RC, you are essentially saying that you are confident that the map can hold its own among the other fully completed maps (although you're open to further tweaks).

Adding in the most bare-bones of details does not get you to this stage. Your detailing is still obviously an assortment of boxes with flat textures and maybe some roofs and a beam thrown in here and there. That's not enough. Overlays and decals, props, more convincing brushwork in general, then we'll talk RC.

Some real quick feedback on how you can get there quicker:
-Corner beams (As in many, many more of them). These are a bit of crutch when detailing, but man are they effective. Just put a wooden or metal beam on the edge of pretty much any piece of brushwork and it looks way more professional.
-Improved skybox. Your skybox is really obviously fake, I'm gonna be honest. Trees don't just stop at a flat line like that. Nor do they grow out of lakes with perfect 90 degree corners.
-PROPS. You have a couple here and there, but you don't ever really use smaller detail props. Like pipes, electrical boxes, vents, outlets, computers, and so on.
-Signage and posters. These help make your map feel significantly more believable.
-Stains. You can honestly just put stain overlays where ever it would make sense, and that'll help break up plain, repeating textures.
-Thinner fences.

Overall, you just need to make your map feel less barren. As I said, it's still obviously an assortment of boxes, and it feels like nothing is really going on. That's all the advice I can give off the top of my head (also bear in mind I've only seen the screenshots.) I would imagine there's some more detailed detailing tutorials that give all the most detailed details for detailing a very detailed level... detail.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
So I ran around your map for a bit to give some more specific feedback on your detailing, as I figured it would be the most helpful.

1- I'm fairly certain this is an HL2 texture
eQOK4JW.jpg


2- This menu looks really fake. Ask someone who knows more about creating overlays and the like to make one for you. (I probably wouldn't be the best at it, but if you'd like, I could make it for you.)
6QGjKWb.jpg


3- This is what I was talking about with the skybox. Trees don't just stop. Rotate it down so that it doesn't end so abruptly.
VdUXWa8.jpg


4- This roof looks really low compared to those doors, and it makes it look really strange.
ntRiMXV.jpg


5- Okay I actually do like this area, but it's really awkward for actual gameplay purposes. Either remove the chair or at least push it in as much as you can, because you can only just barely walk into that corner.
M4aZ0UO.jpg


6- This looks like a door, and it isn't. Use a different texture.
97Whe2W.jpg


7- This box actually doesn't have a collision mesh. You can still get away with using it in a playable space, though, you just need to use a combination of playerclip and blockbullets.
0pMqKDd.jpg


And now for the most important part- A montage of weird basic boxes that make absolutely no sense.
cUWcW48.jpg

IzPF3i2.jpg

YVkS9cx.jpg

BxqwpMX.jpg

xUq0WZY.jpg

gmsCZwb.jpg

QktfWKe.jpg