Cowbell

KotH Cowbell A2

FloofCollie

I really suck!
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Nov 5, 2016
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Cowbell - Set on a farm, weave in and out of buildings, hop between rooftops and secure the point!

Hopefully, this'll be my first finished map!
All aesthetics are placeholders! Most of the layout is subject to chopping and changing, too.

Cowbell - a King of the Hill map inspired by Lakeside, Viaduct and all those farm maps! Soon to be included - cows!
So far, I think area spacing, health/ammo placement and optimization need work. Also you can get ontop of the building with the hanging bulb. Oops.
Feedback much welcomed~

PS. there are lots of visible seams in the floor, Nodraw faces, etc.
This is a first draft, so bear that in mind!
 
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YOYOYO

41 crashes and counting
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Jul 10, 2017
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Wow! this is a really pretty map, even in a1! I really like the style and layout, and the only real issue is a few... I think they're called "leaks." Here are some examples:
koth_cowbell_a10000.jpg koth_cowbell_a10001.jpg koth_cowbell_a10002.jpg koth_cowbell_a10003.jpg koth_cowbell_a10004.jpg
Edit: Actually, I have another thing with the spawns, those lights probably shouldn't be solid, even if their high up. Also, the red spawn is nicely detailed, but I kinda expected the BLU spawn to be a little bit more detailed, just a bit.
 

FloofCollie

I really suck!
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Nov 5, 2016
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@YOYOYO Thanks for the feedback!! ^^
Glad you liked the visuals and layout
I'm aware of those seams, I just cobbled together the floor pretty roughly.
As for the spawn detail, those are both gonna be redone completely, again placeholders. I spent less time on BLU's because I couldn't be bothered :T
I'm planning on overhauling them into barns with a drop-down exit and two ground-level exits.

And fair enough, I know rollouts are important, I'll see to those lights ^^
 

YOYOYO

41 crashes and counting
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Jul 10, 2017
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Another thing, and I really don't mean to double post, but I just wanted to alert you on this:
These planks actually don't let you ramp onto the unclipped roof, I would use clipping to make it smoother, because players are really spoiled, and don't want to have to jump.
koth_cowbell_a10005.jpg
(Its on both sides)

Edit: There's actually another clipping problem, which would make the map go much smoother with it(its once again on both sides):
koth_cowbell_a10006.jpg
 

FloofCollie

I really suck!
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Nov 5, 2016
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I'm aware of both of those, thanks for bringing them up. Players having to jump onto the roof is intentional. If it doesn't work out so great, I guess I'll change it.

And yeah, that unclipped step was just an oversight. Unacceptable, given my standards for clipping! But yes, I'll have it sorted next release, thanks!!
 

FloofCollie

I really suck!
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Nov 5, 2016
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@YOYOYO BTW don't worry about double-posting, the more quirks reported the merrier, and it means a lot that you'd take the time out of your day to run around my barren map!
 

Xayir

L3: Member
May 27, 2017
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basic layout looks solid but i have found some problems (besides seams and clipping issues yoyoyo said already)

20180209113453_1.jpg

thats just a nitpick but 45 degree ramps are kinda bad

20180209113543_1.jpg

its dark in almost every building besides spawns add some lights in there

20180209113946_1.jpg

spawns have only 1 exit which can cause easy spawncamping i would suggest you adding another exit (one on highground would be the best)

lamps could be made non solid

and i think thats all i found i hope i helped a bit
 

FloofCollie

I really suck!
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Nov 5, 2016
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Update! This marks the second time I've had to decompile my own map :p

Changes:



    • Added side shacks along mid (inspired by KOTH product)
    • Spawnrooms now have two exits along with two levels
    • Changed some health and ammo
    • Added patches under health and ammo
    • Various height differences
    • Changed some stair ratios from 1:1 to more gentle inclines
    • Clipping: Lots of smoothing, made roof clipping more forgiving (you can jump over the edges of roofs, but the clips ramp outwards towards the edges, pushing you off)
    • Started optimization through the use of Hints and Areaportals + Visleaf optimization
    • Added Nobuild zones underneath spawndoors

Read the rest of this update entry...