KotH Canal

Discussion in 'Map Factory' started by Moonrat, Sep 15, 2014.

  1. Moonrat

    aa Moonrat The end of an era

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    Canal_b3

    This is my first map, Koth_Canal! It is a map centered on a middle area nearly surrounded by water!

    Story:

    RED has found a profitable market selling something strange on the east coast, They seem to have been going for quite some time, and just now has BLU gotten wind of this! as BLU sets up shop nearby, they intend to find out why RED set up here, what they are doing, and how they are making so much money. Why are there so many large, imposing buildings? What factory would need so many, rather than one big one? Is there something greater hidden within the rusty, wooden facades? Could RED be hiding something of amazing qualities, could it be Austrailium, or something better? BLU seeks to find out, as well as put a stop to RED's plans, and to seize the many buildings that RED uses. The battle begins as storm clouds clot up the horizon, heavy under the weight of new rain.....
     
    Last edited: Sep 23, 2014
  2. HQDefault

    aa HQDefault ...what

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    Use dev textures for early alpha!
     
  3. Zed

    aa Zed Certified Most Crunk™

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    Yeaaaaahh...

    This definitely isn't in Beta.

    First of all, there are only spawn room doors on RED's side, and they aren't alligned or set up properly.

    Secondly, the symmetry is majorly off.

    http://i.imgur.com/rNLGZVQ.jpg

    Mid is all over the place, and the rest of the map is mirrored except for the spawns, which are rotated.

    Needs work, definitely.
     
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  4. Muddy

    Server Staff Muddy Muddy

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    I'm also seeing some huuuuuge sightlines there.
     
  5. Moonrat

    aa Moonrat The end of an era

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    So some things I noted from people:

    Large Sight lines - I'll see what I can do to make harder for snipers to get headshots

    Mid is all over the place? I'm not too sure what you mean by that... Is it too small, to cluttered?

    Is there anything else wrong with map? I want to improve all aspects of it... Is the lighting bad? Is there not enough health?
     
  6. Shogun

    Shogun L6: Sharp Member

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    I think what they mean by "mid being all over the place" is that it isn't symmetrical. This is unfair to one team as it could create some gameplay issues which give one team an advantage.

    The map is incredibly flat, you could basically walk around as a sniper with your crosshair at head level and never have to move your mouse.

    Also, basing maps off of water is never a good idea. Think of the poor pyro who can't get any kills because their enemies keep extinguishing themselves.
     
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  7. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    Is this too much water for ya
     
  8. Moonrat

    aa Moonrat The end of an era

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    I'll make Mid more symmetrical

    As for the flat part, you're right about that, but I don't know how to make this map more vertically spaced while keeping my idea intact...

    I should probably add more of a penalty for jumping into the water, such as a slight detour players have to take....
     
  9. Moonrat

    aa Moonrat The end of an era

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    So I had an idea for improvements:

    I was thinking about making the point contained within a bigger building, so Pyros would be more effective as their targets would have to go a longer route to reach the water.

    I was also thinking about making the water 2 separate canals rather then one big loop-around that was easy to reach, also adding a detour for those that jumped into the water.

    And turning the side area with the medium health and ammo into a two-story building with some cover. teams controlling this building would have the health and ammo, but also some props for enemies to counter sentries and such. As well as an open window to lob projectiles in in-case the Engies and such turtle the building.

    And maybe an alternate route that teams can take to get to the point, so snipers are a bit more hard pressed to hit targets.

    Also some general cover for the teams to keep snipers from taking an advantage....

    And also the lighting, I think it looks pretty ugly right now, so what direction should I take that?

    What do you guys think of these ideas?
     
  10. Zed

    aa Zed Certified Most Crunk™

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    Make sure that the building is symmetrical too. It's currently off to one side.

    You could probably use the buildings on either team's side for this. Make the route on the left/right have an alternate entrance to the courtyard which is going to be replaced by a building.

    Late-morning lighting might look good. I wouldn't worry about it until you're further along with the detailing, though.

    Add an actual roof to mid and fix the spawn rooms while you're at it. It might also be a good idea to revert some of the textures back to dev textures, because this map is probably going to change quite a bit.
     
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  11. HQDefault

    aa HQDefault ...what

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    Personally, I think a night time theme would work for this level.
     
  12. Moonrat

    aa Moonrat The end of an era

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    I was thinking about a night theme when I first started, but I decided against it, because I am not too good with the lights, and night levels need a lot of them to stay bright enough for game play.
     
  13. Moonrat

    aa Moonrat The end of an era

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    I updated the map with some new things!
     
  14. Zed

    aa Zed Certified Most Crunk™

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    You can host your map download on this site, by the way. No reason to use mediafire.
     
  15. Muddy

    Server Staff Muddy Muddy

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    You don't really need to tweak the lighting much to make a map set during the night, especially when your map is in its early stages.
     
  16. Crash

    aa Crash func_nerd

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    I would say a night time map is advanced lighting. If you aren't comfortable with that yet, just go with a day time map. Focus on gameplay design rather than details like lighting at this point.
     
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  17. Moonrat

    aa Moonrat The end of an era

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    I made Gameday! This is the feedback collected into a single post.

    Sightlines
    People expected more exits from the water
    You have to jump to get on the stairs to exit water
    Mid is too dark
    Side building is useless
    Spawn doors
    water needs texture scale
    Maps is too high
    Cap time is too long
    No health anywhere
    "Better than 2Fort?"
    Spec camera sucks
    Lack of Cubemaps
    Blu can get into Red Spawn

    That was the feedback I seem to have gotten, I'll see what I can do for the most of it.

    I want to know how Blu got into Red spawn, I don't see how that happened.
     
  18. Dr. Sasha

    Dr. Sasha L4: Comfortable Member

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    Lighting is depressing, if you fix that and just change the pitch yaw roll, it will be 100x better
     
  19. Pocket

    aa Pocket func_croc

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    Also a proper TF2 skybox instead of the Half-Life 2 default one you've got.
     
  20. Moonrat

    aa Moonrat The end of an era

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    I have a TF2 Skybox, its the one used on Thunder Mountain