Coalburn

Discussion in 'Map Factory' started by Steff0o, Feb 22, 2010.

  1. Steff0o

    Steff0o L6: Sharp Member

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    Ventoux
    By: Stef "Steff0o" Tervelde

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    Uploaded Beta 1

    Red Valley Mining and Jenking Coal are company's that are next to each others door, mining coal to the extreme made there recources run empty. Now there is only one source of coal left, and Red Valley Mining and Jenking Coal have both hired a group of mercinaries to take control of the last source of coal.

    Every version of my map is in the changelog, just click the version number.

    Thanks to:
    -DaBeatzProject
    -Muffin Man
    -Hanz
    -Promethium
    -A Boojum Snark (Recource Pack)
    -Ravidge (Lightnign library)
    -People who are regular in the tf2maps chat
    -and anyone who played my map
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    Last edited: Apr 5, 2011
  2. Frush

    Frush L2: Junior Member

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    Looks very nice, I'll give it a run through later :)
     
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  3. Hanz

    aa Hanz Ravin' Rabbid

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    Glad you fixed the things I told you to fix. :p

    And the middle building looks neat. ^^
     
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  4. Steff0o

    Steff0o L6: Sharp Member

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    changed to a2a
    i forgot the playerclip :O
    and re-did a areaportal
     
  5. Steff0o

    Steff0o L6: Sharp Member

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    gameday bumb :p
     
  6. Micnax

    aa Micnax I maek map

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    Ahh, I do like this map a lot, especially the hectic comebacks that players can get from toe upper drop-down part.

    One problem I did notice is (excuse my description) the floor on the red side next to the cap behind the door, it has a flickering floor, I'm guessing it's an overlapped brush. You can't really see it in the screenshot, but you'll know where I mean:
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  7. Steff0o

    Steff0o L6: Sharp Member

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  8. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    it played quite well today.
    only thing that bugs me tho is the area above the cap. It sometime felt more important than the point itself which is against the koth philosophy i.e. rush mindlessly the damn point.
    just sayin.

    still a good map tho. keep it up!
     
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  9. Micnax

    aa Micnax I maek map

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    Probably because the route up there from the spawn is lit better, it attracts people to take that passage which results in the huge fight.
     
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  10. Sel

    Sel Banned

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    Really digging the point, the area around it is really nicely done too.

    Aside from making the hole above the point easier to jump up into, there isn't really anything you should change imo.
     
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  11. StickZer0

    aa StickZer0 💙💙💃💙💙

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    Was very enjoyable, I really liked the flanking options.
    Some ideas:
    a) Open up the drop hole at the cap so soldiers can RJ up into it.
    b) Clean up the brushwork of the buildings either side of the cap that people can shoot directly into it from
    c) Do something about that annoying long walk to get from inside spawn to outside it, but without shorting the overall walk to mid.
     
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  12. Steff0o

    Steff0o L6: Sharp Member

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    Ok, i'll open up the hole some more and
    maybe start detailling for Beta?

    how do you mean?
     
  13. StickZer0

    aa StickZer0 💙💙💃💙💙

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    This area is waaaaaay too dark. Brighten it, make it more interesting, I didn't even know there was a staircase until I flew through the map!

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    This pathway is unused, because it's so dark.

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    Make this hole bigger (lol), and maybe raise the roof a bit? It felt very constrictive when trying to soldier battle up there, but I suppose the cap directly underneath that had lots of space balanced that out.

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    This area, what's the point of the ground like that? Why not have a staircase as well? This area is very claustrophobic, pleeaaasee increase the height of the roof.
     
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  14. luxatile

    aa luxatile deer

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    The match always starts with a massive meatgrinder above the point, but other than that... Well, what can I say? Fun overall.
     
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  15. SlayerBlitz

    SlayerBlitz L3: Member

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    first off, I loved this map. It was one of the best koth maps i've ever played, it might actually be the best. But there are ways to make it better.

    Maybe put some stuff outside the spawns instead of just a empty courtyard, rocks, trees, any thing will work. The 2 areas to the left and right of the point seemed very long, maybe you could move it together some more. It seemed at some times to be just a little TOO big. Like 10% too big.

    I know those may not have been very helpful but I couldnt really think of any other points to point out, great job on the map.
     
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  16. Steff0o

    Steff0o L6: Sharp Member

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    Thnx
    and i added windows already to that place in the map :p
    they will make it alot less claustrophobic
    and about the stairs, i tried placing them but it ended up as a really weird staircase :O

    I dont see that as a problem though :p
     
    Last edited: Mar 14, 2010
  17. Dustoxx

    Dustoxx L6: Sharp Member

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    this is just an awesome koth map. It's really fun and pretty balanced. Only thing is the long walk from spawn and that it's so open in the spawn area. A lot of space isn't used there.
    But this map is already sweet, so i'm looking forward to the final product!
     
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  18. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    The cap area is just a box. Can't you make it more interesting?

    Besides that, the walk out of spawn is unecasserily long. You have this huge open space that never gets used.

    The doors obviously break sight lines but are also easily sticky camped and sentry's are always over powered when covering them. Icarus made good use of that fact on this map. Covering the flanking path doorways bulwarked the lighter classes from flanking manouvres whilst remained out of sight from the heavier classes directly assaulting the point.

    Dunno what else to say, the areas around the point were pretty fun and allowed for a myriad of tactics to be applied.
     
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  19. Steff0o

    Steff0o L6: Sharp Member

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    Progress on detailling:
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    Not done yet, still working on it :p

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    pretty happy with this result, you could also see i changed the color of the middle building to make it less look like its owned by red.

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  20. Dustoxx

    Dustoxx L6: Sharp Member

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    nice work on the details.

    Maybe add a light to the lamp in the second pic? It would look logic, and brighten the darkness up so it would stand out more.