Harter

KotH Harter rc1

Kit Carson

L1: Registered
Oct 30, 2018
10
4
Harter - Dustbowl themed KotH map

Harter is a mirror symmetry King of the Hill map detailed in the style of Dustbowl. It is primarily designed for casual play in pubs.

The move to beta marks a relaunch for the map after coming back from a brief hiatus. As an initial beta release, the map's layout should be considered final, but minor changes are still possible should the need arise. Detail work is about 80% completed, with a 3d skybox, some out of bounds detailing and a handful of building facades still needing to be done.

Optimization using area portals and hint/skips has been mostly completed but prop fade distance has not. Please report how the map performs during playtests through the feedback command in game or here in the thread. General feedback and bug reports are also appreciated.
 

Kit Carson

L1: Registered
Oct 30, 2018
10
4
The update to beta 2 brings the following layout changes:
  • Removed Well doors from spawn yards
  • Reworked mine-side connector to obstruct the sightline from the cave to the spawn
  • New battlements design kept from version b1c, old ladder shacks restored
  • Diagonal mid buildings adjusted slightly to work with the new battlements.
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No changes have been made to the cave in this version. Testing a variety of cave reworks will be the focus of b2 iterations in the near future.

Artpass progress:
  • Interiors and exteriors of Red connector buildings completed
  • Red battlements and diagonal building completed
  • Red side natural environments completed
  • Added new mineshaft detail underneath central control point
  • Out of bounds buildings completed
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Current artpass roadmap:
  • b1 - Initial pass (Completed)
  • b2 - Red facilities pass (Completed)
  • b3 - Blu facilities pass (In progress)
  • b4 - Spawnrooms remake (Planned)
  • b5 - Cave pass (Tentative)
  • b6 - Skybox, soundscapes, finishing touches (Planned)

Read the rest of this update entry...
 

Kit Carson

L1: Registered
Oct 30, 2018
10
4
The update to beta 3 brings the following layout changes:
  • Size of pickups around mid has been adjusted
  • New pickups have been added to the house-side approach to mid
20200405132105_1.jpg

The cave is unchanged and will remain unchanged.

Artpass Progress:
  • Interiors and exteriors of Blue connector buildings completed
  • Blue battlements and diagonal building completed
  • Support beams have been added to the control point
  • Chimney cowls now rotate
20200405131315_1.jpg

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Current artpass roadmap:
  • b1 - Initial pass (Completed)
  • b2 - Red facilities pass (Completed)
  • b3 - Blu facilities pass (Completed)
  • b4 - Spawnrooms remake (In Progress)
  • b5 - Cave pass (Tentative)
  • b6 - Skybox, soundscapes, finishing touches (Planned)

Read the rest of this update entry...
 

Kit Carson

L1: Registered
Oct 30, 2018
10
4
This update focuses on optimization, mainly the addition of occluders, reworks to existing areaportals and hint/skips, and the addition of fade distances to a majority of the props in the map. Bug reports and performance feedback are both greatly appreciated.

Read the rest of this update entry...
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Feedback Time!

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-Lots of lil cluster props around the map like these junction boxes should have their collisions removed so players don't run into them. I'll post some pics of other one's I've come across
-20200701185738_1.jpg,20200701184606_1.jpg,20200701185856_1.jpg, 20200701184850_1.jpg,20200701184927_1.jpg
20200701184635_1.jpg
-light bleed under the displacement here
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-not sure if these beam props are black due to a bug or just lighting
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-this lil path in red spawn is neat for some behind the scenes storytelling but it kinda looks like a route that would lead to an exit, even though it goes to a dead end
20200701184540_1.jpg
-odd texture change here
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-Really thick beams used throughout this map. Beams are generally 8hu by 8hu for detail work. Chunky beams just look odd
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-clip this lil gap smooth. Better yet, just connect the 2 brushes and remove the gap

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-why is this door so wide? If you want a wide door like this, try some other textures than this metal door one
20200701184427_1.jpg
-I really don't like how little and cramped some of the rooms in this map are, such as this one. feels artificial and unneeded to to me
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-overlay cuts off
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-clip the gap smooth
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-dunno if this was ever really an issue while testing but I can't help but feel like these 2 exits being right beside each other would just lead to spawn camping since they can both be covered by players in the lobby area
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-either clip the door smooth or remove it's collision
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-grass going through ground here
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-I don't like this rope. Rope entities don't look all that good when used like this in my opinion. Find a better way to block this path
20200701184340_1.jpg, 20200701185058_1.jpg 20200701184335_1.jpg
-I can stand on this bit of ledge
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-the use of dustmotes in the map is kind of odd. They don't seem to have much consistency to where they are and aren't
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-There's 5 small exits from that back wall of buildings to get to the courtyard before mid and mid can see 3 of them by just standing there. I feel like you should consolidate some of those doorways so there's fewer bigger ones instead of many smaller ones



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-very obvious transition from map to skybox can be seen while rocket jumping in this area
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-these low roofs make me feel like they can be explosively jumped onto, even though they can't
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-I can't help but feel like this whole cave area is way to big and empty for what it is
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-more grass going through ground
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-Not a big fan of the metal textures used on this mid building. I feel like it should be something bluer, also the concrete silo/watertower is another odd choice. Either wood or metal would make more sense to me
20200701184815_1.jpg
-dem beams are thicc
 

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