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KotH Export Final

massacre master

L2: Junior Member
Feb 2, 2018
88
20
ok, this is what you need:
adequate health packs and ammo, I ran around the map and saw none.

believable buildings: right now all you have are buildings with some texture slapped on it. understand that in valve maps there are many buildings that outside look huge, but then you realize that there aren't that many parts of the building that is accessible. This makes the map seem more realistic. You should do this too.

Your boxes and props look like some were just dumped around. In the end, it's hard to say what theme this is, just some buildings and props by the sea.

I'd say you were between alpha and beta. RC1 is like the best the map can be, the map looking completely realistic.

Know these are just tips, not trying to be critical. :)
 

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
Thanks for your Feedback, i will try to fix these issues and weird Box houses!
 

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
RC3:
---

II Gameplay II
==============

- Moved Chair in CP House

II Visuals II
=============

- Detailed House close to Spawn
- Finished 3D Skybox
- Changed Textures in CP House
- More Detail
- Adjusted Fog
- Added Light Props to every Light
- Added Custom Loadscreen Pictures and Description
- Added Sun
- Added Spotlights in the City (Color changes for Winning Team)

II Optimization II
==================

- More Textures have Nodraw
- More Brushes have func_detail

Changelog Video:
View: https://www.youtube.com/watch?v=_3p-B_nX15k

Read the rest of this update entry...
 

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
RC4:
---

II Gameplay II
==============

- Lowered Captime
- Added Shake effect for Final
- Fixed Patches on ground
- Laser can kill Player when in-sight

II Visuals II
=============

- Added selfmade Bottle
- Remade Coffee Menu in Spawn
- Added Stains on Redspawn
- More Detail
- Detailed Room under CP
- Added Window on Brickhouse
- Added Metal on Spawnroom
- Remade Table in Spawn
- More Pillars
- Added Soundscape in the Spytech House
- Changed a few Textures
- Added Water Particles for Final

II Optimization II
==================

- More Textures have Nodraw

Changelog Video:
View: https://www.youtube.com/watch?v=UT-spmqs5MA

Read the rest of this update entry...
 
Nov 28, 2017
130
118
I like the effort and imagination you put in, its almost like John Romero's first days developing Quake. That said, a lot of the buildings are too blocky, like very blocky. The hardest part of any map is making your map look immersive, which includes a lot of detailing. The buildings, especially on the outside, looks as if you used a block tool, then hollowed it, and then cut out an open door. You need to add little bits or have multiple different textures on these buildings.

One suggestion is to either make half the ramp on the control point into stairs or one of the ramps into stairs, so it doesn't look like you just slapped on some ramps but instead considered that 'people who need to get to work' use the stairs to get up and 'pushing objects up and down' using the ramp.

Your other map, Emergency, looks so much better (even though its missing some essential items) because it looks like a real town where people, other than the mercenaries, could be. I suggest looking at pictures of dockyard buildings to get you a better idea of what room for improvement there is.
 

XEnderFaceX

F1 Fan
Aug 18, 2015
316
98
The Final Version of koth_export!
--------------------------------------------

Minor changes and Additions:
=======================

- Added a few Windows
- Added Stairs to some Ramps
- Changed Textures in the Warehouse


Thanks to everyone who has left Feedback on this Map and who playtested it! :)

Read the rest of this update entry...