Riviera

KotH Riviera A6

Jeddyk

L1: Registered
Jul 31, 2016
40
13
Koth_Riviera - simple koth map

hey guys , this is my second koth map and its one im enjoying making so far but now i need your feedback and suggestions to help me improve the map as much as i can

for those who are wondering what the theme of the map will be , i decided to base it around the italian coasts



(one little note)
this is my comeback after being absent for a couple of years from this community, but now that im back ill try to be a little more open

thanks for taking your time to see this and happy mapping :)
 
Last edited:

YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
Ok, I just gotta say, this is a gorgeous alpha! you might have overdone it a bit (coming from me it might be important) but.. eh, its not too bad.

All I can really do is ask that you clip the stairs. It's pretty important, especially for this map, which is full of stairs.
 

Jeddyk

L1: Registered
Jul 31, 2016
40
13
- Raised the cealing of the sky so soldiers dont bump against it
- Removed a sightline
- Added another door in spawn to reduce spawn camping
- Replaced the tiny shack in the flanking route to a bigger building
- Removed the deathpit
- Changed some health and ammo packs
- Clipped the stairs
- Added a little bit more of detail to the map

Read the rest of this update entry...
 

AxioMr

L1: Registered
Apr 26, 2016
26
4
Hello, it's the weird stuff finding fairy here!
I've uploaded A2 to serveme.tf if you wish to playtest this with other players by the way.


Missing clip brush.
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Players can stand on top of all of these doors.
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Clipping overextends on this rooftop
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Small healthpack? I'd replace it with either a medium or a bog one.
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This sightline basically allows a sniper to lock down about 60% of the map.
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Minor nitpick, displacements aren't connected properly.
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Jeddyk

L1: Registered
Jul 31, 2016
40
13
thanks for the feedback Axio, i legit didnt see that clip missing in the first picture
 

Jeddyk

L1: Registered
Jul 31, 2016
40
13
the map finally got playtested and it received mix feelings , there are alot of balance issues that i tend to fix (trying to make this less of a soldier map is a good start) , so expect alot of changes in the next version
 

Jeddyk

L1: Registered
Jul 31, 2016
40
13
A3 Changes!!!

- Completely remade most of the map (spawn and its routes and a partial amount of the mid)
- Added an observer point so players wont be staring through the map´s out of bounds area
- Raised the clip ceiling to allow soliders and demomans to have more freedom
- Map has more space overall
- Decreased Cap time
- Widened point´s trigger area

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Last edited:

AxioMr

L1: Registered
Apr 26, 2016
26
4
Missing clip on both sides of the map.
20190301122429_1.jpg

MIssing clip above all of the BLU side. I assume that you forgot to select it when you were mirroring the BLU side.
20190301122630_1.jpg

Missing (what I assume was supposed to be here) trigger_hurt.
20190301122844_1.jpg

WARNING: Tiniest nitpick to an A3 map possible. THE TREE IS CLIPPING AAAAAAAAAAAAA
20190301122732_1.jpg

The Frontline trees are great assets, but their clipping is, let's say, questionable. A possible workaround could be either making the whole thing not solid and then adding a custom Clip around the trunk, or adding a big cylinder clip around the whole crown.
20190301122549_1.jpg



I prefer to not comment on layout choices, as it is quite difficult to properly evaluate a map without actually playing, but there's a noticeable lack of health and ammo packs. I'd say that 2 tiny HP packs on both sides is too little.
 

Jeddyk

L1: Registered
Jul 31, 2016
40
13
Missing clip on both sides of the map.
20190301122429_1.jpg

MIssing clip above all of the BLU side. I assume that you forgot to select it when you were mirroring the BLU side.
20190301122630_1.jpg

Missing (what I assume was supposed to be here) trigger_hurt.
20190301122844_1.jpg

WARNING: Tiniest nitpick to an A3 map possible. THE TREE IS CLIPPING AAAAAAAAAAAAA
20190301122732_1.jpg

The Frontline trees are great assets, but their clipping is, let's say, questionable. A possible workaround could be either making the whole thing not solid and then adding a custom Clip around the trunk, or adding a big cylinder clip around the whole crown.
20190301122549_1.jpg



I prefer to not comment on layout choices, as it is quite difficult to properly evaluate a map without actually playing, but there's a noticeable lack of health and ammo packs. I'd say that 2 tiny HP packs on both sides is too little.

Thanks for the feedback , i didnt even see i missed these things (that´s how blind i am)
 

PenDraGon | moscow.tf

L1: Registered
Mar 31, 2019
2
0
Good map m8! Played ProLander match on this map during CustomLander, and it felt OK, like 3.5/5. I got confused a bit about lots of ways to mid, imo those corridors and etc should be smaller. Hope to see it in next ETF2L and/or RGL seasons
 

Jeddyk

L1: Registered
Jul 31, 2016
40
13
- Improved overall clipping around the map
- Reworked one of the routes
- Middle is less wide
- Added more detail overall
- Made it easier to get on the church
- Pushed the stairs that connected to the middle route further
- Map has more ammo and health packs
- Closed one of the arches next to the flanking route
- Fixed misc bugs

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Jeddyk

L1: Registered
Jul 31, 2016
40
13
Long time no see, took a long break from mapping cause i wasnt feeling motivated but anyways here´s the a5 update , hopefully it will make the map more interesting

- Added some wooden logs to indicate where medkits and ammo packs spawn
- Changed lightning to get a mediterranian feel to it (not final)
- Spawnrooms how have a window for you to look out
- Changed some out of bounds detail
- Added sounds to when you capture the point , and you can now shoot the bell on the church (not final)
- Improved clipping overall
- Right route (blue´s left) has been flatned to reduce defender´s advantage
- The play space around the flank has been reduced
- The church is now more simplified in gameplay space
- Removed some brushes to improve player movement

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