Downtown

Downtown downtown_final

Seitan

L3: Member
Oct 30, 2015
135
8
Downtown - ctf

Hi, i'm trying to make a kong_king styled map using some more neon lights to make it even more colorful and aesthetic, i'm working on this since like 3 months ago and still working on it, tested like 54 times already!, it began as a test map for an small deathmatch event, but i liked it too much like to just left it as an unfinished thing.

Actually it doesn't have a gamemode, but i will make it a...
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Try to avoid using strongly colored lights in your map, especially blue and red, as it can make it difficult for team recognition. If a player looks red is that because he's on red team or is he blue and he just looks red because he's standing under a red light? This should never have to be asked by a player on your map.

Edit: I'm going off of what I can see and assume in the pictures.
 
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ExtraCheesyPie

L420: High Member
Jan 29, 2015
485
151
Those pictures tell me almost nothing
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
485
151
Would be nice for an overview of the whole map from above and a pic or two of the intel room. Screenshots should always show these key areas, such as mid, objective, etc
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Yeah, basically forget colored lights to light up an area. Only small detail lighting should be colored (like around team colored models or something). Combat in TF2 is determined by team and class recognition, and if either of those 2 can't be determined within .1 of a second you have a problem.
 

Seitan

L3: Member
Oct 30, 2015
135
8
btw made a koth_king reference in the RED intel room.
20160309182137_1.jpg
 

Seitan

L3: Member
Oct 30, 2015
135
8
So after a month since the last update i released, there's a new one.
[WARNING: Some map stairs may not work since i'm having trouble with the player clip texture]

Here's the full update log:
+Made a lot of tweaks to the map
+Fixed some map places using nobuild/playerclip textures
+Enhanced map lighting
-Removed Tornillos

Known issues:

-You can get the enemy intelligence to your spawn and keep it inside your spawn (I really need to know how to fix this, so please comment with an answer or send me a private message)
-If you stick to the train you can get out of the map
-Still no soundscapes so the map is very quiet
-Minor brush leaks in map

Map screenshots:
http://imgur.com/a/uuzrY

Read the rest of this update entry...
 

sooshey

:3c
aa
Jan 7, 2015
514
410
Be very careful with asymmetrical ctf maps. All official ones are symmetrical to make it 100% fair, and unless you have some serious balancing skill then people will probably complain about the fact that it's asymmetrical.

A few things:
  • None of your custom content is packed, so there are error signs everywhere.
  • A warning for that train would be nice (blinking lights, etc). In my opinion it should come every 30 seconds or so instead of every 10.
  • If your map leaked, your compile log will say so on one line with a bunch of asterisks. This line will tell you what entity leaked and its coordinates so you can find it.