KotH Deeprock

Discussion in 'Map Factory' started by Yellow, Jul 31, 2015.

  1. Yellow

    Yellow L1: Registered

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    A large amount of gravel was found at the bottom of a pit. Only an idiot would actually want it, let alone fight for it...

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    Things to do (subject to change):
    Short term
    -make lighting more appealing
    -check for imbalances between red and blu side (need playtesting)
    -check if scaling of map is off, worried if it is too small (need playtesting as well)
    -add more displacement on walls to give cave/cliff feel (barely any atm)

    Medium(?) term
    -Decide on props to use
    -CLIPPINGGGGG

    Long term
    -Get this map into beta

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    First map released by me, ever.
    I've done many maps but they were all bad and I lost them because old computer died (didn't matter too much to me, but back maps up from now on I will :p).

    Did this map from 7 pm to 3:30 am nonstop. I was satisfied with the results so I decided to release it.

    Hope I didn't forget anything, probably nothing important if I did though...

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    Special thanks to Sippy who got me back into mapping and has been a huge motivator for me, my buddies I play this game with all the time for inspiration (yes, even you Corgi), and the tf2 mapping community as a whole for being just plain awesome and helpful. Hope ya'll like it!
     
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    Last edited: Jul 31, 2015
  2. KubeKing

    aa KubeKing Back home in Jupiter, things are getting harder

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    The brushwork looks really nice on those bridges, I'm just concerned they'll be long and annoying to fight on. Also, from the final screenshot, the spawn areas going towards mid look quite open and prime for spamming the spawn rooms. Look at maps like Viaduct and Lakeside and see how they handle this part of the map.

    Overall, this look like a cool first map, and I'm excited to see this iterated upon :)
     
    Last edited: Jul 31, 2015
  3. Yellow

    Yellow L1: Registered

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    Thank you! The bridges needs a lil tuning still (some of the planks are floating a lil). As for the mid I considered adding a battlements above the main entraces and a mid route from spawn to it, but i'm unsure how I would handle sightlines and making bombers too powerful if I did that.