forge

KotH forge b5a

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puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Bump because the link is still dead and I want to download this map again.
 

Tekku

aa
Aug 31, 2008
723
873
Version B4 has been released!

*Blocked off a hiding spot behind creates in middle.
*Removed railing in the middle, allowing to jump down from the point without taking fall damage. (Need testing data, might have caused a sight line issue)
*Replaced small health pack with medium under the point.
*Fixed texture clipping.
*Minor clipping update.

--Known issues--

*Smoke coming out of chimneys does not follow the same direction in some cases.
*Some prop fade distance issues.
*Misaligned textures in various locations.

I'm going through demos and feedback from the past 3 years at the moment, so depending on that, next update will be either rc1 or b5 depending if there's any glaring issues.

Read the rest of this update entry...
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Took a look around. Here's some feedback:

20200409231834_1.jpg
-gap in the pipes here
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-visable nodraw texture in the back of blu spawn here
20200409231135_1.jpg
-makes me sad that none of the bottles on this map are physics props :/
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-incorrect cubemap. reflecting outside while inside
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-this door is very bland and square. Do something more to fancy it up and make it more interesting
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-being able to get inside this prop at mid just looks odd. I'd suggest just getting rid of it in general. There's more than enough detailing in that area and it doesn't add much.
20200409231608_1.jpg
-the metal plates prop through the door there fades out at this distance
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-clip this prop smooth
20200409231239_1.jpg
-These stairs could use another side railing. Just having them go into the wall looks odd with the rest of the supports around.
20200409231521_1.jpg
-these steps are tiny and steep and awkward.
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-would be neat if these whistles went off for whichever team capped the point.
20200409232127_1.jpg
-can see inside the cable of this prop
20200409231504_1.jpg
-The shadow here between the ground and ramp can be fixed by having the brush under the ramp have the nodraw texture on it from what I remember.
20200409231252_1.jpg
-black texture here
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-The clip ramp on this pipe is just weird. I'd suggest replacing the pipe with a board ramp or something like that.
20200409231539_1.jpg
-these are less weird than the previous one but still look kind of awkward.
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-this is a weird use of this prop. I like it.
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-I get why there's that raised concrete section there in order to cover up the tracks but the doors in that room don't make sense with it being there. There's gotta be a better way to detail this area that looks less awkward and weird.
20200409231403_1.jpg
-your coal piles could benefit from a blend texture under them between the coal and concrete.
20200409231421_1.jpg
-It's very strange that both sides of the map have these brick walls where the walls have fallen out in the exact same pattern.
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-Red Ir
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-misaligned textures on this brush for both sides
20200409231703_1.jpg
-ALL of this detailing on the wall here not only looks kind of overdone for the small space it's in, but has nothing on the other side of the wall to match up to or explain what it does. I'd suggest greatly simplifying to get across the same idea with less clutter.
20200409231557_1.jpg
-even though this texture is a door texture, it's generally not used as a door texture and I'd recommend using the other kind of metal door texture
20200409231807_1.jpg
-this bright red texture paired with the maps lighting is very bright and hurts my eyes :(
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-I feel like these barricades could be more visually interesting.
20200409231918_1.jpg
-boring square door. Could use some fancying up
20200409231116_1.jpg
-there's a paint can prop in the corner by that door that disappears at this distance.

That's all I got for now. Pretty much just detail and visual focused feedback but I hope it helps. Forge is a fun map from what I've played of it.
 

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Tekku

aa
Aug 31, 2008
723
873
Tekku updated forge with a new update entry:

B5 Released

No major gameplay updates to the map at this point! Will run it in a few tests to see if any glaring issues arrise.

Most of the changes in b5 are more on the QoL side.

*Readjusted clipping in a lot of places, and added clipping where it was needed.
*A lot of cleanup of detailing, mostly involving texture z-fighting, textures not being rotated the correct way, or not being alligned properly.
*HP and AP now have unique coloured patches accross the map.

Read the rest of this update entry...