Koth_Dirtway

KotH Koth_Dirtway A5

FloofCollie

I really suck!
aa
Nov 5, 2016
600
670
I recommend taking a look at how the official TF maps break up space. Most walkable outdoor areas are barely larger than 512-768 hammer units in a certain dimension and always have something to fill the space - bridges, valleys, rocks, buildings, etc.

Even the super open Spire area in Badlands has the gentle hill incline, the Spire to block off sight to the side exit, and a building down the side.

I think this map could be improved majorly if a building spanned the width of part of each team's side, meaning they'd have to choose a path through to emerge at a different exit. Think of the three different entrances to the building outside spawn in Viaduct. This will cut down on sightlines, provide areas for close-quarters combat and help with optimization. Just an idea Don't give up!

Just introducing a slope (I.E. raising the current ground) from the spawns down to the point could provide interesting dynamics and channels attackers forward, for instance. And if you make it out of displacements, that makes it even easier to create valleys and rises and such.

Filling the space is just something you'll learn to nail as you map. I recommend making regular mirrored/rotated maps as opposed to 90-degree ones for now, as they're potentially easier to design for and optimize.
 

GrismarPicklemelt

L1: Registered
Apr 8, 2018
33
6
I'm not giving up per say, I just think it would be better for me to move on to another map and try out new ideas.
I do want to finish the map, but at the point in mapping I'm currently at trying to finish this travesty of a map isn't going to work out.