Bottle B11

Get Drunk! Fill up your Liquor Tank!

  1. XEnderFaceX

    aa XEnderFaceX

    Messages:
    256
    Positive Ratings:
    74
    Bottle - Get Drunk! Fight over Liquor Trucks

    Bottle is a King of the Hill Map set in Switzerland
    ========================================

    Basic Information:
    ================

    Map type: King of the Hill
    File name: koth_bottle
    Developer(s): XEnderFaceX

    Map Information:
    ================

    Environment: Eschenbach, Switzerland
    Setting: Daylight, sunny
    Deep Water: No
    Pyrovision: No

    Map Items:
    ==========

    Health Kits: Full: 1 Medium: 2 Small: 0
    Ammo Boxes: Full: 0 Medium: 3 Small: 0

    Note:
    =====

    I didnt have the Full 72 Hours Time this Year,
    so i had to cut the Map short, so its not completely how i wanted it to be.
    I will now concentrate on finishing this Map after the Jam. :)
     
  2. Startacker!

    aa Startacker! Dissociating in the Five Guy’s backroom

    Messages:
    614
    Positive Ratings:
    999
    Every update that I see of this map you change the most minimal things on the map. Was it really necessary to make a fan hurt you? Was it really necessary to add a visual of beer getting filled into the control point? Was the random crushed can prop crucial for the map? I've seen no actual changes to the layout of this map that it desperately needs. Feedback that we've left for you through the feedback system.
    https://feedback.tf2maps.net/map/koth_bottle_a2/

    It's empty, it's too wide, there's so many angles for snipers to just exist. You seemingly haven't fixed any of this and have focused on either band-aid fixes (moving respawnroomvisualizers forward instead of making it hard to spawncamp) or useless detail additions. Please please PLEASE actually look at what's wrong with your map and start making real layout changes to it.
     
  3. pont

    aa pont look at my fursona

    Messages:
    242
    Positive Ratings:
    369
    you're putting a lot of effort in each update making full changelog videos and stuff, but all you really do to the map is mess around with detail changes and making various buildings slightly different. you should be focusing on bigger layout changes, as right now the map is pretty much the same as the first time i played it months ago - an open area with some small buildings in it, complete with the sightline issues that come from the approach of making a big open space and scattering things around it.
    try make your map out of smaller distinct sections instead of broad strokes, and use height to make areas more interesting to fight in and to break up long sightlines.
     
    • Funny Funny x 1
  4. XEnderFaceX

    aa XEnderFaceX

    Messages:
    256
    Positive Ratings:
    74
    B11:
    ====

    Gameplay:
    =========

    - Removed small Shack
    - Added small Pond
    - Extended Small Woodwall near Middle

    Visuals:
    ======

    - Finished 3D Skybox
    - Fixed visible Nodraw in Barrel Storage
    - Fixed visible Nodraw on Blu Spawn Exterior
    - Added Easter Egg
    - Disabled Shadows on Security Fences
    - Removed Lights on Signs in Spawn
    - Changed a few Textures

    Optimization:
    ===========

    - Removed one of the Easter Eggs
    - Adjusted Prop FadeIn/Out Distances

    Changelog Video:
    View: https://www.youtube.com/watch?v=7aVebh6O_1g&ab_channel=XEnderFaceX

    Read the rest of this update entry...