KotH Netherlands [Deleted]

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Pixel Brush

L3: Member
May 5, 2018
104
44
Netherlands - This is a Netherlands inspired King of the Hill map

This is a King of the Hill map which is inspired by the Netherlands!

Mini-Map


View attachment 81386
Minimalistic Mini-Map

View attachment 81385

Here are some Images:

BLU Spawn
View attachment 81376
One of the Flanks to the Control Point
View attachment 81377
RED SpawnView attachment 81378

The Control Point View attachment 81379
The small Building with no Roof next to the Control Point
View attachment 81380

The Stairs leading up to the small cliff which leads to the small Building with no Roof View attachment 81381
A better view of the Control Point and it's surroundings
View attachment 81382
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
While it's nice to see my country represented in map form with so much orange, it's that same orange that actually makes the map really hard to play on (judging by the pictures and previous experiences). For one it hurts the eyes with its brightness but more importantly you can't quickly see what side of the map you're on (RED or BLU). Yes it's visible on the control point floor but if I'm fighting a dude away from the point I can't tell what side I'm on.
 

Pixel Brush

L3: Member
May 5, 2018
104
44
Add more red, white and blue dev-textures (wink wink)
While it's nice to see my country represented in map form with so much orange, it's that same orange that actually makes the map really hard to play on (judging by the pictures and previous experiences). For one it hurts the eyes with its brightness but more importantly you can't quickly see what side of the map you're on (RED or BLU). Yes it's visible on the control point floor but if I'm fighting a dude away from the point I can't tell what side I'm on.

And... done!
blu.png
red.png
 
P

Prosciutto

hmm, a map that is set in the netherlands? As a dutch person i'm interested
 

Pixel Brush

L3: Member
May 5, 2018
104
44
This quick update is based of the advice from @DaDema and @Vel0city!

This update just adds some more color differentiation to the two sides.
The RED Buildings get more red.
The BLU Buildings get more blue.

Also less orange!

Have some images

Minimap of the Map
minimap_a1_mid17.png


Minimalistic View of the Minimap
minimap_a1_mid17_minimalistic.png

Side View of the Point
point_side.png


BLU Side of the Point
point_blu.png


RED Side of the Point
point_red.png


RED Spawn
red_spawn.png

BLU Spawn
blu_spawn.png


Read the rest of this update entry...
 

Dadema

L-3: Not very succesful map maker
Jan 27, 2016
163
83
Feedback:
e0kixXq.jpg

The HDR lighting is really bloomy. Tone it down or compile with LDR only for now.
dwqFYmF.jpg

It is not a good idea to use a skybox as a border for your gameplay area, mainly because projectiles disappear in them
ZVHR5ve.jpg

Almost all interior places are completely dark. Just place a light and it would make these places 100% better
pTCbw3J.jpg

The floor of your map is almost completely on the same level. This in generaly doesn't work well with TF2. Just raise some parts up and others down.
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
I'd advise not worrying about making changes to your map that seem similar to others if they benefit it in the grand scale of things, thinking like that only gets in the way. And you don't have to make it a hill like Viaduct, just some more height variation.
 

Pixel Brush

L3: Member
May 5, 2018
104
44
So...

A lot
of people were complaining about the bright HDR and overdone Bloom on the map which I, at first, didn't get.

The lighting seemed fine to me. I checked my options and it turns out for some reason my Settings got reset to have HDR and Bloom disabled (even though I turned it on for the purpose of Map Making).

Either way. This version of the Map includes a lot of the complains and requests some of you had during Testing.

These include:
-Adjusted the size of the Capture Zone
-Made the Skybox bigger and farther away
-Moved the info_player_teamspawn closer together sothe spawndoors don't open anymore upon spawning
-Switched the Full Ammopack in the Sidebuilding for a Full Healthpack
-Switched some Ammo and Health in General

-Adjusted the HDR and Bloom (thanks to abp and [URL='http://steamcommunity.com/profiles/76561198079458315']Defcon for telling me to use a env_tonemap_controller[/URL])
-Made both spawnrooms smaller
-Adjusted the Roofs of RED Team to be more Netherlandish

-Added Hazard Tape in the Capture Zone so players know where the point is capable
-Added some more Cover to the Point
-Added some texturing to RED Spawn (as a test)
-Added more Detail and Stuff in General
(because people were complaining about a lack of detail in an Alpha 1 map)
-Added a walkway up the Grassy Area so non-jumper classes (Heavy, Medic, Sniper, Engineer, Spy and more or less Pyro)
-Added one env_cubemap (as a test) over the Point
-Added a Sun (mostly as another test)

-Added two new Spectator Cameras

-Added a Secret Room above RED Spawn

That's pretty much it!

Enjoy this new Version and tell me anything I should add, change or remove!

Have some images!

Mini-Map of the Map
minimap_a1_mid18.png

Minimalistic Mini-Map of the Map (this took more than an hour to make)
minimap_a1_mid18_minimalistic.png


The Control Point with the new Cover and Hazard Markings (walkway up to the grassy area viewable in background)

point_both.png

BLU Spawn (with an Arrow pointing toward the Point)

spawn_blu.png

RED Spawn (also with an Arrow) (the retexturing is visible too)
spawn_red.png


A better view of the map from BLU Spawn
blu_high.png

The Point from BLU's Side
point_blu.png

The Point from RED's Side
point_red.png

One of the Point's Side Buildings with some new light!
thatonesidebuilding.png



Read the rest of this update entry...
 

Dadema

L-3: Not very succesful map maker
Jan 27, 2016
163
83
add:
- Wall's or fences to define the edges of the map (minor issue)
 
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