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KotH koth_stockpile_v0 v0

Mozi

L1: Registered
Jul 19, 2009
17
1
koth_stockpile_v0 - Attempt at a KOTH map

Been doing level design for a while in the Unreal scene
First attempt at TF2 custom map.

Looking forward to the constructive remarks. I am sure there will be plenty to learn from.

Things to note:
- for me this a grey box plus I work better this way knowing what I am seeing
- some map blockers are in but not in all spots so be mindful of that
- It's all temp so totally fine to move things around
 

True lemon

L3: Member
Feb 20, 2019
130
33
if you dont mind me asking, how old is this map? it feels pretty dusty, especially with the knowledge that its your first map you posted here, plus the fact you joined 12 years ago and only just posted something you made.

despite the obvious problems, its a pretty good map from what i've seen, it just requires a lot of brushing off that dust (if my theory of the map being old is true, that is)
 

Mozi

L1: Registered
Jul 19, 2009
17
1
haha, I did join 12 years ago. But kind of just stayed in the unreal community and moved on to my own career in the industry.

Sort of started this project last year last playable map I made was for the "new Unreal Tournament" Super used to rough layout and using static meshes to deco was never really good at BSP still rough at pure BSP. Static meshes have spoiled me even at work.

Glad you think it has potential tried to keep it super simple. Already making changes widening the center and then parsing the feedback via discord which was harsh but granted I walked in not knowing much about the nuances of TF2 mapping just general level design theory of space.

But I am sure it is dusty in terms of what works for TF 2. Maybe too much of my unreal and PVP/SP map designs I have done for the last 15 years at work bleed in here, also I have moved more towards environment art and less core BSP in my industry work.

Constructive feedback welcomed.
 
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