Directrix

KotH Directrix A2

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Looks like a pretty good start.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Ooh, this looks interesting, albeit maybe a bit cramped. Excited to see how map progresses.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Feedback!

It would be a good idea to put some fencing in place to more clearly mark the boundaries of your map.

VQ3VCjl.jpg

This connecting area down here seems kind of pointless considering how easy it is to switch between the lower path and the upper right path without it. It's also really claustrophobic. You could just turn it into a small alcove containing health and ammo instead.
AlXkUNT.jpg

These windows are too high to clear without crouch jumping.
GXq9bNr.jpg

You could save a lot of time and effort by not including these custom health overlays in your map while it's still in alpha.

Also I think they look really bad, personally.
OqvN8M9.jpg

There windows really do not have a reason to be one-way.
wivHvH8.jpg

While this does look kind of cool, the point feels claustrophobic and the height advantage over it is a bit extreme. I can already tell it's going to be really difficult to hold the point without being on that height advantage, in which case it'll be hard for the enemy team to push. (Especially with health and ammo up there, yikes!)
UoBgOyr.jpg

This area feels really small and unsafe. Lowering the height of the walls around the point would help a lot.

Overall a pretty alright start for a koth map.
 

half

aa
Feb 15, 2015
69
20
changes in a2

-expanded spawn courtyard area
-removed cramped route connecting lower mid with right side
-expanded area around point (no longer cramp city hopefully)
-moved around and resized some doorways
-removed bridge-thing over mid
-made the cover at mid shorter and see-through
-made window more distinct
-made houses on the side of point more accessible (less jumping)
-added some nobuild at mid to prevent dumb engineering
-added some phallic structure at mid, temporary and will most likely get replaced next version, I just needed some cover there
-removed some useless space near spawn
-more clearly marked the borders of the map
-extremely minor detailing
-changed skybox texture and light_environment settings accordingly
-changed cp hologram at mid to the circular one (http://tf2maps.net/resources/hologram-capture-point.397/ )

updated images coming soon

Read the rest of this update entry...
 
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