KotH Bloodmount A5 Fix

A medieval Koth map.

  1. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    Bloodmount - A medieval Koth map.

    This is my 3rd map overall, 2nd TF2 map and first TF2 map to release publicly.

    Welcome to Bloodmount!

    This time, RED and BLU are fighting over a hill on a mountain with fists and steel!
    So, you can literally be King (or Queen) Of The Hill! The hill of Bloodmount, that is.

    Any feedback is appreciated.

    EDIT: Version A4 released!

    Changelog of A4:

    • Added trimping ramps in the outer side of the walls
    • Added shadow control
    • Made the spawns bigger
      • Each spawn has 16 spawns instead of 12
    • The walls in the spawns aren't paper thin anymore
    • Made the capture time smaller

    That's pretty much it for now.
    Gibe feedback pls.

    [​IMG]
    2016-01-21_00001.jpg 2016-01-21_00002.jpg
    2016-01-21_00003.jpg
     

    Attached Files:

    Last edited: Jan 21, 2016
  2. alkaL1ne

    alkaL1ne L1: Registered

    Messages:
    24
    Positive Ratings:
    12
    That's a rather small hill.
     
  3. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    But a hill worth being the king of.
     
    • Funny Funny x 2
    Last edited: Dec 21, 2015
  4. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

    Messages:
    484
    Positive Ratings:
    127
    It could work but you have to look at the way that Degroot Keep does it- it has hills with little cliffs and such. Adding those would split up direct lines of sight and create a more fun map, because flatness isn't too fun.
     
  5. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    bloodmount development.png

    Would this do, then?
     
  6. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

    Messages:
    484
    Positive Ratings:
    127
    I think you need to add some jagged triangles in there too lol


    and for my point I meant, add some hills around the point
     
  7. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,387
    Positive Ratings:
    4,219
    One trend I keep seeing with new Medieval Mode maps is that they always seem to be really large and flat, with little to no cover. Bear in mind that DeGroot Keep and Burghausen are mostly made up of rather tight spaces and steep hills, with lots of cover everywhere.
     
  8. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    That's some great feedback, guys. Keep it coming.

    [​IMG]
     
    • Like Like x 4
    • Funny Funny x 1
  9. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,387
    Positive Ratings:
    4,219
    We can always do with more JonTron gifs.
     
    • Agree Agree x 1
  10. alkaL1ne

    alkaL1ne L1: Registered

    Messages:
    24
    Positive Ratings:
    12
    Basically, Huntsman Snipers would dominate with the occasional Crossbow Medic in really open places. I think that if we're going to compare medieval map design, there's a few other games that can be used (particularly Chivalry). And they have a lot of terrain you can jump on and go for mindgames.

    It also helps breaking sightlines.
     
  11. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    Ok, now this is weird:

    I am compiling the a2 version of Bloodmount to check the new displacements I made, but TF2 won't start.
    It just goes past the Valve logo then crashes.

    Anyone has any idea why?
     
  12. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

    Messages:
    277
    Positive Ratings:
    411
    Try checking the game cache, maybe you had hammer open while TF2 was updating
     
  13. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    Nope. That didn't do it.
    I'll reinstall TF2 tomorrow.
     
  14. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    Fixed it, too many power 4 displacements.
     
  15. MaccyF

    aa MaccyF Notoriously Unreliable

    Messages:
    907
    Positive Ratings:
    1,467
    never use power 4 displacements, they can cause physics errors and result in server crashes.

    They're not really necessary either
     
  16. Muddy

    Server Staff Muddy Muddy

    Messages:
    2,387
    Positive Ratings:
    4,219
    Hell, you rarely ever need to use 3.
     
  17. MaccyF

    aa MaccyF Notoriously Unreliable

    Messages:
    907
    Positive Ratings:
    1,467
  18. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    Changelog:

    • (Hopefully) Fixed getting stuck at the edge of the cliff
    • Made the hill bigger so it's REALLY worth being the king of!
    • ROCKS EVERYWHERE! (for cover obviously.)
    • The entirety of the ground is displacements
      • Added a blend texture and smaller hills. AND THEY WISH YOU COULD BE THE KING OF THEM BUT THEY ARE TOO SMALL FOR YOU TO CONSIDER!
    • The invisible tool texture in the spawn courtyard was replaced with clip so that projectiles can still go through.

    Shoot me with more feedback.



    Read the rest of this update entry...
     
    Last edited: Dec 23, 2015
  19. MaccyF

    aa MaccyF Notoriously Unreliable

    Messages:
    907
    Positive Ratings:
    1,467
    looks a fair bit more interesting now, though i'd suggest trying to work in more sweeping, natural hills.
     
  20. Bogdy

    Bogdy L4: Comfortable Member

    Messages:
    187
    Positive Ratings:
    208
    Any tips on how I could manage that?