KotH Brazil 2015-09-02

Capture Point map set in Brazil (Author: RaVaGe)

  1. RaVaGe

    aa RaVaGe

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    Last edited: Aug 9, 2014
  2. ForbiddenDonut

    aa ForbiddenDonut

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    Very cool. I love the scene you've got going over the hill. I only ran through it, but here's a few notes that came up in my head. Just things to keep in mind:

    You might want to notate that the sewer route is a dead-end. I can see a lot of players running into that and getting stuck at the end and cornered. It might be more interesting to put a staircase up to the ledge.

    That flank that runs along the cliff is really long. You could easily shorten that by swinging over the cave portion towards the mainland. Right now, it's a pretty big walk for a flank that is already very risky (due to the death pit).

    Some of the sightlines are pretty powerful - particularly ones that overlook the prop-less point. I assume you're going to add a bunch of stuff to help cover on the map as a whole, so this issue isn't as big.

    I dig it, though. Nice work!
     
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  3. BlazrM4N

    BlazrM4N L1: Registered

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    Hey there. Your map is impressive. And still looks great having an jungle map. Also i made an picture for you (Used with Garry's Mod). [​IMG]
    I added some Bloom rendering. :)
     
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  4. ForbiddenDonut

    aa ForbiddenDonut

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    Hmm. Coincidentally, Blazr's picture displays one of the sightline scenarios I mentioned rather perfectly.

    Hah.
     
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  5. RaVaGe

    aa RaVaGe

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    Thx, just about the sightline, they are like I wanted to :)

    If you are interested about the dev of the map

    http://www.livestream.com/ravrage/folder

    EDIT: Ok i'm a fucking idiot, I gave the bad map which wasn't packed.
     
    Last edited: Apr 14, 2013
  6. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Those balconies are too far from the point. They'd be good balanced positions if the whole map wasnt so big.

    The capture point itself is also really small.

    Also, you should change the dead ends in the sewers, because dead ends are bad.
     
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  7. Crash

    aa Crash func_nerd

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    Since I haven't heard anyone else mention it, am I the only one seeing it like this?

    [​IMG]
     
  8. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    No, you are not the only person.

    Ravage was allowed to patch that, the entry version that should be judged has _a1 tacked at the end.
     
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  9. Crash

    aa Crash func_nerd

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    Oh. I got it off the pack, guess it was the older version.
     
  10. Melvin D Engineere

    Melvin D Engineere L4: Comfortable Member

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    Last edited: Jul 7, 2012
  11. MetalKev

    MetalKev L2: Junior Member

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    Played on this today, just some quick feedback.
    Good stuff first. I like the general layout of the map and the many flank routes, and I think the point itself is well designed in a non-overdone way. I liked it, yet it didn't remind me of any valve map control points. In addition I really want to see this detailed as I think it's going to look awesome.
    That said I did have some problems with it. I thought the balcony sight line was still way too good for snipers, and managed to cover a lot of ground from there.
    In addition while the point area has a good sense of scale and size, pretty much the entire buffer zone between the point and the spawns was about 1.25-1.5 times bigger than in needed to be. I spent the whole round as sniper and scout, and I can't imagine what a chore it was for heavies to walk to the front lines.
    The health pickups seems far too sparse on the map, and getting lit on fire was basically a death sentence unless you could flag down a medic. I didn't spend time as an engineer or spy so I can't say how ammo pack distribution was but I think you might want to add some of those as well. Perhaps add a medium or small health pack in those square tall rooms near the point which seem to have no other purpose?
    Lastly, while I enjoyed the abundance of the flank routes (and I love the jump you can do to get to the cliff side tunnel), I think both seem really removed from the action. The sewer led to a dead end, which wasn't fun, and the tunnel seemed to go on for quite some distance between any entrance or exit.

    All in all I think if the buffer zone were scaled back this would already be a really good map, and I look forward to seeing future versions!
     
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  12. RaVaGe

    aa RaVaGe

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    Last edited: Nov 22, 2013
  13. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    [​IMG]

    Best map. Don't even change this.
     
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  14. RaVaGe

    aa RaVaGe

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    Last edited: Nov 22, 2013
  15. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    welcome back


    old friend
     
  16. RaVaGe

    aa RaVaGe

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    Last edited: Nov 22, 2013
  17. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    please finish this makes me really happy
     
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  18. RaVaGe

    aa RaVaGe

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    Last edited: Nov 22, 2013
  19. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    the sdk can still be used, if you go to C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\bin

    and open hammer.bat
     
  20. RaVaGe

    aa RaVaGe

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    Last edited: Nov 22, 2013