KotH Badlands_event 2016-10-05

A halloween version of badlands

  1. Phenomene

    Phenomene L1: Registered

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  2. sooshey

    aa sooshey :3c

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    Definitely remove the props from the trains at the point, especially the coffins on top. People actually stand up there.
     
    • Agree Agree x 1
  3. basilhs333

    basilhs333 L8: Fancy Shmancy Member

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    looks cool but i have a feeling you just copied paste hell-underworld from the koth_eyeduct
    i may be wrong but i have this feeling.
     
  4. leprecan

    leprecan L2: Junior Member

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    The thumbnail images are well done! Taking a look inside the map there were a few areas that were lacking detail however.

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    The spawndoors are very simplistic retextures of the original concrete bunker that was in normal koth_badlands, and it certainly doesn't mesh with the rest of the map's buildings which were left unchanged. I'd suggest reworking both spawn exits and the still unchanged battlements pictured top right.

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    The train flats at mid look neat, but are much harder to jump around on with the added clutter from the pumpkins and coffins.

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    The point needs its hazard lines back! At the moment there isn't a clear indication as to where the cap zone exists.

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    This is more a question out of curiosity, but why did you get rid of the hoodoos that were here? The rock surfaces will surely be more difficult to hit players on than the flat hoodoos.

    [​IMG]

    This Hellscape will need to be redone, since its nearly a copy of viaduct_event. Copied elements are no good.

    [​IMG]

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    As far as non pictured stuff, the lightbulbs all over the map's cables aren't lined up correctly, and are rather bulky looking. The non playable areas outside of the map also have several floating rocks that likely lost their context with some of koth_badlands' detail removal. The spawn interiors are much too basic in terms of changes. Since they were orignally concrete bunkers, the spawns will need to the most work to blend with the rest of the map easier.
     
  5. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    At least try to get the name into halloween theme: Deadlands, Death Land or whatever you can make fit.

    Also, i think you need to go further with detailing, all you did now was slam in some props and change textures where everything non-wood is changed to wood. But this looks quite cheap as an effect. Add trims etc.

    And note that especialy huge areas with a single tint of wood are going to be much more visible under halloween lighting. So diffirent textures sometimes become a must. Lets for example take coaltown and look at these 2 screens:
    https://wiki.teamfortress.com/wiki/File:Coal_Town_base.png
    https://wiki.teamfortress.com/wiki/File:Mvm_coaltown_event1.jpg

    Note that even though they have the same textures, the halloween textures differ alot in light and have a higher contrast. Without that contrast it will look bland.
    Other example:
    https://wiki.teamfortress.com/wiki/File:Mvm_coaltown_event2.jpg
    https://wiki.teamfortress.com/wiki/File:Menu_photos_mvm_coaltown.png
    You see those 2 buildings on the right and that wall in front of it? Thats 3 textures, in the halloween version it does look like just 2. Take alot of care at those textures, it can improve the map alot while barely spending any effort (as this realy is just changing some textures).
     
  6. Phenomene

    Phenomene L1: Registered

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    @leprecan Thx for the feedback, i will work on it!