drainage_prerelease

Discussion in 'Map Factory' started by Arturus, Oct 30, 2009.

  1. Arturus

    Arturus L1: Registered

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    Welcome, Newcommers to the current edition of Koth_Drainage_Prerelease.

    Koth_Drainage_Prerelease is a small map. Made for 6 v. 6 shootouts.
    There are many, many high places for soldiers, demo's, and the occational scout to get too.

    Layout:

    The map consists off a single cap point, and is set in an abandoned water purification facility. There is a large water tank, full of toxic water in the center room.
    Teams must run through a breif open strip, before either going onto the roof, and though a skylight, Through one of two doors, or going underneath the building, through a large pipe.

    Teams will then battle for the main point, which is on a raised platform, above the exit from the water pipe below. Teams have to be carefull of pyros here, as there are many Hiding places. There is also a platform, ontop of the water tank, for soldiers and sniper to take advantage off. These many features make fun gameplay a sure thing.
     
  2. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    Lighting looks good :)
     
  3. Arturus

    Arturus L1: Registered

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    Thanks. I did try to focus on that.

    I am, at this moment making v. 1.1

    I've gone for a more unfinished feel, with paint cans, and scaffolding strewn about like chewing gum in a classroom.

    ---------------

    20:13 English Time.

    V 1.1 finished. Messed up a few things, made others prettier.
     
    Last edited: Oct 30, 2009
  4. Lancey

    aa Lancey Currently On: ?????

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    Just a tip on map versions (where x is any number):

    Ax = Alpha #x, testing layout for improved gameplay. Typically very incomplete aesthetically.
    Bx = Beta #x, testing aesthetics and small gameplay changes.
    RCx = Release Candidate #x, almost complete. Small tweaks in progress.

    It helps to document your maps based on this.
     
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  5. Nutomic

    Nutomic L11: Posh Member

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    And map names with a "." in the name usually refuse to compile (at least they do for me).
     
  6. Arturus

    Arturus L1: Registered

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    Currently my map's in the RC state. I've still got to sort out a few lighting mistakes that for some reason, Hammer's thrown at me. Then i'm done. Oh, and there is no . In the name. It's just Koth_Drainage_Prerelease.

    I've added a few more astetic features.

    There is now a awning infront of the spawns.
    And i've added some good rocks.

    And hanging lights, in the main building
     
    Last edited: Oct 30, 2009
  7. Arturus

    Arturus L1: Registered

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    MiniBump.





    GARRGHH... WHY IS NO ONE POSTING?!
     
    Last edited: Oct 31, 2009
  8. Arturus

    Arturus L1: Registered

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    As of now, V2 is in existance.

    It will be avalable soon.
     
  9. Lancey

    aa Lancey Currently On: ?????

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    What if you change something with the RC but still aren't ready to go final?
     
  10. Arturus

    Arturus L1: Registered

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    What do you mean?

    I'll continue with v3, and v4.

    Then when i feel it's ready. It'll become just koth_drainage



    Oh, and i really need help with something:

    How do i submit my map to these new fangled "Gamedays"
    and, on the other hand, where can i find these gamedays? I often see them as a notification on steam, but i can never join them, as the server IP, or name is never given!
     
  11. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Just some tips without actually playing the map:

    1. Rotate the texture on the sides of the wooden platform in the first pic
    2. Two medium ammopacks on each side of the canal in pic 2 are a bit overkill; might as well use one large or go for a challenge and leave one medium
    3. Rotate the texture by 90 degrees on the vertical part of the wooden fence thing in pic 3; also, I'd suggest matching (shift-a, select texture, RMB other texture) the textures on the underside of the bridge in the same pic
    4. Try rotating the barrels on the z axis in BLU (and I assume RED as well) spawn to make it seem more random
    5. On the main point, four small ammopacks are too much; I suggest leaving two in opposite corners

    I'll critique more when I try this one out :D


    EDIT: to submit your map for Gameday, go to Forums>Events and pick the day that's right for you. Just remember to submit a correct form! Also, the Gamedays are on the official TF2M servers; I forget the IP though :/
     
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    Last edited: Oct 31, 2009
  12. absurdistof

    aa absurdistof

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    If you didn't find out, gamedays are located in events>Gameday stickies.
    All the rules and logistics are explained in there.
    EDIT: Oops, I see Seba attended to that.

    As for you map itself, it seems a little presumptuous to release a final map to the public. Maybe this is the way you have done it on other forums, but here a map is made with the community as well. Testing is very supported and relatively easy to arrange here (Which I really like) and has a primary focus of perfecting your map through outside opinion -- so its not a shot in the dark, however accurate.

    Unless you ARE getting internal testing I would strongly recommend testing your map, or chances are, it won't be too well received.

    I would caution against this, because that filters what classes are used a lot, specifically the hiding places.

    You'll only find that out through testing ;)
     
  13. Arturus

    Arturus L1: Registered

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    Bump.

    I really need help with this.

    I need to submit my map to a gameday, to get it tested! The only testing it's had is a 1 on 1 battle, with a friend!

    Edit: Ok, submitting. Once i packrat it...
     
    Last edited: Nov 1, 2009
  14. gamemaster1996

    gamemaster1996 L13: Stunning Member

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    Yes, you should always pakrat :)
     
  15. Arturus

    Arturus L1: Registered

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    As of now, the new download link is V.2, pakratted.
     
  16. Arturus

    Arturus L1: Registered

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