Resource icon

KotH koth_Engineworks a2

goodwizard435

L1: Registered
May 7, 2018
18
6
Engineworks - A small KOTH map set on the bottom floor of an engine factory

Life as usual in the Engineworks, with only a small managerial issue being resolved downstairs.

My first map, so feedback is appreciated. The control point is at a large height disadvantage, so that will be interesting...

Uploaded the wrong file type before... whoops
 

goodwizard435

L1: Registered
May 7, 2018
18
6
Hey!

As my computer has slight keyboard issues, typing long messages like this is quite tricky, so everything I do will be segmented between computer and phone parts for now.

I just want to know if there are any steps I haven't followed in getting this map as much feedback as possible, so I can make changes to it. As it is my first, I do want to know if the map feels overscaled at all, because I do want to get that out of the way.

Also, the photos of my map are certainly 3rd class, so can people be so kind as to say how they get their maps to be so clear with theirs.

Thanks a lot in advance!
 

n8five484

L5: Dapper Member
Nov 17, 2016
207
204
Most feedback your gonna get for your map is gonna come from imps. You can do by adding your map to the imp map list through the bot channel on the TF2Maps discord (directions are in the rules). You can then find feedback on the feedback section which you can access at the top of the website.

Make sure though before adding it to the imp map list the the file has the koth prefix to the mapfile as right now it says "engieworks_a1.bsp" instead of "koth_engieworks_a1.bsp".
 

goodwizard435

L1: Registered
May 7, 2018
18
6
20190715024551_1.jpg
20190715024618_1.jpg
20190715024633_1.jpg
20190715024749_1.jpg
Updated the map, with major changes, the most major being...

-Made the map actually playable. Yeah, kinda important tbh. Some logic went wrong... I'd prefer not to talk about that.
-Removed major sightlines with elevator shaft
-Added elevator shaft
-Made ramps have better geometry.
-Completely reworked the large flank room to have more entrances and exits.
-Created new flank.
-Made the upper floor more closed and interesting.
-Marked out clearly the capping area.

Read the rest of this update entry...