KotH bottomline

Discussion in 'Map Factory' started by Nakedape, Jul 27, 2012.

  1. Nakedape

    Nakedape L1: Registered

    Messages:
    24
    Positive Ratings:
    6
    I've been stuck with this geometry in my head for quite awhile.

    The bottomline is tf2 is all about hats and this map is where it all happens...or might be if I get everything worked out ;) .

    Gameplay wise, I started with the idea that soldiers should be hyper moble. I then balanced for scout and think so far I've got a great start. I've toned down the sniperlines quite a bit, but if you see one that's unbearable I'd be glad to address it.

    I'm tweaking this map as best I can for highlander competitive play. If there are any suggestions, I'd be more than happy to hear them.

    It's my first attempt at nighttime lighting. So be gentle and let me know if someplace is too dark.

    Thanks for any input.
     
    Last edited: Aug 29, 2012
  2. Jeremy

    Jeremy L11: Posh Member

    Messages:
    829
    Positive Ratings:
    251
    If you look closely at maps set in the night (Doublecross, Pipeline) you'll notice that the gameplay areas are as brightly lit as maps set in the day. Players get the impression of night because the out-of-bounds areas are dark.

    Just sayin
     
    • Thanks Thanks x 1
  3. Dr.HeatSync

    Dr.HeatSync L1: Registered

    Messages:
    11
    Positive Ratings:
    7
    Looks pretty interesting, you say its a bit too sad. I suggest just add hints of humour, like what did people do when they worked here? try to throw banana peels into a bin (and evidently it missed and resulted in a fail for them), how about using some of the overlays to create funny and contradictory messages? I dunno, I'm not good at joking but I think you get the point. That stuff is of course not as important as layout and making the area well lit though, so its up to you really.

    Some things I do think are of note, that ladder in the third screenshot seems a bit wierd, is it meant to be a dangerous area (like a damaging fall if you fell off, though that seems to be negated by the visible MedHealthpack there) leading to some kind of advantage (faster route, health on the other side, etc). Its just that it seems quite tight and so it perhaps ought to be worth the risk of explosive splash damage pushing the player off, even if the reward is small. or make it wider using a different static mesh or just BSP it. I think a top down view of the map might help get some more worthwhile feedback but those are just my thoughts for now. It does look like it could do well just from looking now.
     
  4. phi

    aa phi Let Pain Be Your Guide

    Messages:
    804
    Positive Ratings:
    1,585
    Besides the fact that it is too dark, it looks pretty good.
    Brighten it up a bit and test it out.

    (and for humour: don't be detailing too much until you've finalized the layout, it's fine to add some but don't be focused on that at this stage)
     
  5. Nakedape

    Nakedape L1: Registered

    Messages:
    24
    Positive Ratings:
    6
    Thanks for the feedback so far. I have added an overview, don't know why I didn't in the first place.
    [​IMG]
     
  6. colacan

    colacan L5: Dapper Member

    Messages:
    235
    Positive Ratings:
    66
    I want to kill zombies on it... It reminds me of L4D in some way.
     
  7. Nakedape

    Nakedape L1: Registered

    Messages:
    24
    Positive Ratings:
    6