Sandpit

KotH Sandpit A5

RaVDice | trade.tf

L1: Registered
Mar 2, 2017
45
1
Sandpit - Simple Koth map

This is the first map i made so it is probably bad
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pictures
uh8GhRU.jpg

7z6NAQT.png
agcpsvV.jpg

nLy1VC7.png

nt0n4bd.png
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
It's alright, just remember that you use a koth prefix for koth maps, not cp. Might do brief confusion.
 

BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
You can't change the category of a map after you've uploaded it. You'll have to add a new download in the koth category and delete this one. Koth is not a symmetrical cp...

Edit: 'twas fixed
 
Last edited:

RaVDice | trade.tf

L1: Registered
Mar 2, 2017
45
1
The Clipping Update (A2)
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This updates main purpose is clipping as in the title
other major features include;

  • adding better stairs
  • adding roofing
  • replacing some lights
  • adding more nodraw textures
Pictures
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Better stairs
GW13uBg.jpg


Roofs

MGUDrzr.jpg


Read the rest of this update entry...
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,544
this is very impressive for a first map, good job! I'll run around a bit later and drop a bit of feedback for you :)

edit:

unpacked texture
1DqBQK6.jpg


reform your spawns so players don't immediately have to do a 180° turn
KDmAaWR.jpg


the area off to the right side of the spawn is kind of out of the way and nondescript, not to mention a lot longer route to mid. I'd try to change the geometry outside of spawn to make that route more intuitive/ useful.
yhdQQEA.jpg


this staircase is very thin and would be hell to push up with an enemy at the top. I recommend making this more like house in viaduct
Xshk4Kz.jpg


this is a very narrow angle, and would be awkward to use and/ or even notice. For now just push the stairwell further into the room so the top landing is squarer. You might have to put a 90° bend to get it to fit
fzMcnGa.jpg


would be nice to be able to easily walk off these balconies, also, clip the vertical fenceposts as you get stuck on them very easily at the moment
Q2Oh6zK.jpg


your displacements all have hidden faces enabled, only turn the visible faces into disps
JC2TElO.jpg


as a whole i like mid, but your point building/ cap zone is pretty small so anyone standing on the point will catch a lot of damage. probably annoying to hold because of this
30qI4KF.jpg


more missing textures, remove this barrier
qZv5idr.jpg


this flank is dull and undeveloped at the moment, try to come up with something to make it more interesting. If you want to pander to the koth clichés, chuck a healthkit somewhere over on this side
mN16VHm.jpg


i like the dual layered mid
uicPlP8.jpg
 
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Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
No. If you have brushes with displacements that have other faces visible, that only means that these faces have been turned to displacements as well, and if nobody sees those, you have to destroy them, and in future never create.
Do not use nodraw or any other non-rendered texture on a displacement. This will cause VBSP to fail.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
your displacements all have hidden faces enabled, only turn the visible faces into disps
JC2TElO.jpg
Wait, why is that not creating visible black lines where they meet? For that matter, why is the underside of these ones lit?
 

Viemärirotta

sniffer
aa
Feb 5, 2016
1,013
590
Tip of advice, you should probably remove the broken download from the version tab, then skip to a5 to account for people who might have downloaded the broken versiom, you know just in case.
 

RaVDice | trade.tf

L1: Registered
Mar 2, 2017
45
1
I'll do that, but the reason i added the broken download is so people could possibly find the problem with the map when i could not