KotH Directrix A2

hopefully not bad

  1. halfcircle

    halfcircle L1: Registered

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    Directrix - hopefully not bad

    created this about a month ago, never got around to releasing it until now. goal is to get this past a1 (unlike my other failed attempts at mapping)

    thanks & enjoy

     
  2. Zed

    aa Zed Certified Most Crunk™

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    Looks like a pretty good start.
     
  3. KubeKing

    Server Staff KubeKing dan's birthday was fun too

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    Ooh, this looks interesting, albeit maybe a bit cramped. Excited to see how map progresses.
     
  4. Zed

    aa Zed Certified Most Crunk™

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    Feedback!

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

    [​IMG]
    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.
    [​IMG]
    These windows are too high to clear without crouch jumping.
    [​IMG]
    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.
    [​IMG]
    There windows really do not have a reason to be one-way.
    [​IMG]
    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!)
    [​IMG]
    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.
     
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  5. halfcircle

    halfcircle L1: Registered

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    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...
     
    Last edited: Dec 23, 2015