KotH Arcadia A7b

KoTH map with unique(ish) layout

  1. Kataiser

    Kataiser L1: Registered

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    Arcadia - KoTH map with unique(ish) layout

    Arcadia is a King of the Hill map, with a somewhat unique layout: the backs of both spawn rooms are facing each other, and the point is placed on top of the building they form. The main area is surrounded by the ocean (use your imagination), the RED/BLU facilities, and a waterfall, and a train runs near the point every now and then. Since it's in alpha, I'm mostly focused on locking down gameplay, but I have some ideas for detailing. Testing has only been done by me and bots, no other players yet.

    I am aware that it is asymmetrical. That is because I'm not sure what layout is better (leaning towards red side, though). That is one of the things I need feedback on. Note that this is my first TF2 map and first experience with Hammer, so expect some of the problems associated with that. For example, I have no idea how to do optimization. Thanks to Crash for his tutorials, by the way.
     
  2. JMaxchill

    JMaxchill L5: Dapper Member

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    Sounds neat! I'll DL and have a runaround :D Have you considered keeping it asymmetrical, though?
    e: Did you use bsp_repack? If so, you don't need to bzip it as well. If not, do (it keeps it compressed all the time, not just when downloaded)
    e: Incoming feedback dump!
    • Do you have any spectator cams? If not, plug them in :p
    • No signs. Anywhere. I genuinely couldn't find the point until going noclip. Shove a massive arrow outside your spawnrooms (Red had a small one that didn't really help, but Blu was a mess)
    • The point yard could be a little wider
    • If you fall in the water, there's no easy way out - both the doors under the point were locked
    • Why do you have such a massive structure opposite your spawnrooms? It feels like either the point should be there, or players should spawn there [​IMG]
    • I don't feel like I should walk out of spawn then turn and go back round it. You either need signs on where people should go, or to put the spawns in the massive buildings (which I feel would solve most things [​IMG]
    • Sightline [​IMG]
     
    Last edited: Oct 21, 2015
  3. Yrr

    aa Yrr An Actual Deer

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    I would suggest that you test the two side layouts as symmetrical maps because testing both at once will taint your results
     
  4. Kataiser

    Kataiser L1: Registered

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    Okay, thanks for the feedback! I'll work on signs and spectator cams. The doors in the tunnel open after the point is first capped. And I can't see your images.

    I am aware that red currently seems to have a huge advantage over blu right now. It definitely does affect results.
     
  5. Zed

    aa Zed Certified Most Crunk™

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    You need to use the i.imgur.com link for your image if you want to post it using imgur.
     
    • Thanks Thanks x 1
  6. JMaxchill

    JMaxchill L5: Dapper Member

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    Done, ty
     
  7. Kataiser

    Kataiser L1: Registered

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    Uh, why do the trucks show up as black for you? They're fine for me.
     
  8. killohurtz

    aa killohurtz Distinction in Applied Carving

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    Nothing is wrong with the trucks, don't worry. Some props just appear black with phong shading disabled.
     
  9. JMaxchill

    JMaxchill L5: Dapper Member

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    I'm running maxfps configs, so prop lighting will be weird for me
     
  10. Kataiser

    Kataiser L1: Registered

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    What appears to be another side effect of your config: it definitely does have signs. I put more when I saw your post, but now that you have images, I see a few places where there are arrows on the walls. Anyway, A5 is coming soon.
     
  11. JMaxchill

    JMaxchill L5: Dapper Member

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    I didn't know that. Thanks!
     
  12. Kataiser

    Kataiser L1: Registered

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    Changelog:
    • Added spectator cam
    • More signs
    • Wall near point changed to chicken wire
    • Increased capture zone size
    • Widened ramps out of water
    • Sniper windows enlarged
    • Removed hole at balcony
    • Temporarily disabled train*
    • Brightened spytech room
    • Clipping improvements
    • Some lightmap optimization
    *Was unbalanced, especially against Blu.

    There are still some things I don't know how to do, like shadow control and the lighting compile options for example. NOTE: this is still not suitable for player testing, because of the asymmetry. Looking at you, feedback.tf2maps.net.

    Read the rest of this update entry...
     
    Last edited: Oct 26, 2015
  13. Kataiser

    Kataiser L1: Registered

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    A6 changelog:
    • Dynamic shadow angle fixed
    • Better lighting (-final, -textureshadows)
    • Better prop lighting (-staticproplighting, -staticproppolys)
    Thanks to Ruarai and Maxdup for CompilePal!

    Read the rest of this update entry...
     
    Last edited: Oct 31, 2015
  14. Kataiser

    Kataiser L1: Registered

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    A7 changelog:
    • TREES! Only one affects gameplay, though
    • Added identical rooms under the point/spawns, connecting the tunnel to the backside of the point
    • Made doors in tunnel team only and always unlocked
    • Lowered the height of the building outside spawn
    • Fixed dynamic shadow angles again (for good this time)
    • Modified capture/respawn times
    • Moved/added some signs
    • Func_detailed a bunch
    • Improved lightmap quality in places
    • Improved spectator camera
    • Improved clipping
    • Slightly improved lighting
    • Fixed a sticky hiding spot

    Read the rest of this update entry...
     
  15. Kataiser

    Kataiser L1: Registered

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