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KotH koth_popcorn koth_popcorn_v02

Keasbey

L1: Registered
Apr 12, 2018
19
3
koth_popcorn - A simple koth map using the viaduct formula, also my very first map.

koth_popcorn is my first ever map (excluding the first room and the slightly larger room with a spawn that came before.). I made it following UEAKCrash's mapping tutorials on YouTube.

There's nothing special about it, I tried to use the viaduct formula when designing it and it only consists of dev textures. There aren't any lights or health/ammo packs either. I wanted to get some feedback on the map before deciding on the final places for them.

I will be designing and redesigning the map to the best of my abilities, according to the feedback and recommendations of anyone who tests it. It is a learning process, and I eagerly await any feedback you can give me.
koth_popcorn is my first ever map (excluding the first room and the slightly larger room with a spawn that came before.). I made it following UEAKCrash's mapping tutorials on YouTube.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,297
974
Remember to put the .BSP in the download link, not the .VMF!
 

G.bo

L4: Comfortable Member
Sep 24, 2017
175
193
Hi there!

It's nice to see more and more new mappers coming into the community, even if I've only been a member for about 6 months. Regardless, I'll try my best to give you feedback on your map as much as I can.

For starters, I'd having plenty of screenshots are important, especially high quality ones. I'll link a guide that goes over tips and general advice on how to take them, but I will summarize it to save you some time.

https://tf2maps.net/threads/tutorial-taking-the-best-possible-map-screenshots.4223/page-2

Basically, run your map in TF2, then turn on cheats and take screenshots without hud or viewmodels. For a bird's eye view of your map, enter cl_leveloverview 1-10 in console. (I actually just found that one out today.) As for where to take those screenshots (using the viaduct formula), I'd say at least one for each section of the formula is fine if you're showing good information in each one. That being said, I'll give my two cents on what may need changing (besides what you've already talked about) using the screenshots.

I'll start with the photo from spawn. The spawn courtyard seems pretty big and open: I personally like having it between 512-768HU (hammer units), since it's mostly there (in my opinion) to show the routes through to the second courtyard. The middle route looks pretty strong for snipers looking into spawn. If you have enough room indoors, I'd recommend having that route bend to cut it off; if there isn't, placing a wooden fence somewhat in front could block the sightline as well as still show people spawning there is a route there. The route on the right looks fine, but I do recommend having a third one. (If there is one and it's not in the screenshot, then don't worry about that.)

As for mid, I like where your head's at with the routes into the control point section: the high ground is at good positions, there doesn't seem to be many nasty sight lines, and the paths are all well spaced apart. That being said, the control point could use some cover from high ground: maybe something similar to the cold front shack could work. While I'm not sure if this is the case, people on cliff might be able to look down valley: it's hard to explain, but putting a metal sheet against the wall on cliff parallel to the building's wall hanging off the cliff somewhat could block that view, if that makes sense. (I might edit this later with a small screenshot edit that would be way easier to explain, but I can't right now.) Also, flank classes such as Spy and Scout might have a hard time getting behind the enemy since the only ways to leave mid are through house and valley, so adding a parkour route up to cliff could help at least a little.

I hope this feedback helps at all. Good luck on your map!
 

Keasbey

L1: Registered
Apr 12, 2018
19
3
Hi there!

Stuff.

I hope this feedback helps at all. Good luck on your map!

Thanks for the feedback, I'll definitely include more screenshots next time, and I'll shrink the opening courtyard. I'm going to fix that sight line too, I was considering changing it earlier but decided to keep it for a few reasons, mostly to avoid constantly remaking the map. Thanks for the help, I will take your advice to heart for the next version of the map.
 

Keasbey

L1: Registered
Apr 12, 2018
19
3
koth_popcorn_v02 changes:

-More screenshots (26 in total!)
-Reduced the size of the first courtyard.
-Added health and ammo packs.
-Added lighting.
-Added cover on the capture point (Doubles up as a parkour route to access the cliff.)
-Added cover on the cliff.
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