Resource icon

KotH courtyard a1

Shawn

L1: Registered
Jan 24, 2019
5
3
courtyard - a very small trade server style map for quick games

20190125112512_1.jpg
20190125112512_1.jpg
20190125112512_1.jpg
20190125112620_1.jpg
20190125112528_1.jpg
20190125112600_1.jpg
20190125112509_1.jpg
20190125112542_1.jpg
20190125112608_1.jpg
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
669
Played this in the IMP yesterday. (You can view the demo by going to the Feedback section of this site and finding your map name)
While I had fun, it's way too small for much interaction or fighting, and a very important general rule that this map breaks is that opposite teams' spawn doors should never be in sight of one another. (But well done for making multiple spawn exits)


Also, since on one half there's a small raised platform and on the other is a water pool, the side with the platform has a tiny advantage. The pool also doesn't serve any purpose (unlike, say, the water tunnel in Well) so it's more of a movement annoyance for people fighting around it.

Finally, there should never be a part where the light falls off to pitch darkness. Use some dim point light entities so that you can see people in the vents.

I like the structure at mid, I think this could be great fun with more areas between spawn and the point to act as a buffer and sightline blocker.
 
Last edited:

Shawn

L1: Registered
Jan 24, 2019
5
3
Thank you for the feedback! I am grateful that someone actually played this, this is sort of my first map for team fortress, (I have mapped for HL2) while I am still very new to mapping I'm glad that I could get some very useful tips for my up and coming map, which is a payload version of this map, I will definitely take into consideration the techniques you mentioned, once again, thank you for this vital feedback.