KotH Fireman's Delusion 2017-07-23

This is an a5 koth map for testers, report back to me in discussion

  1. YOYOYO

    YOYOYO L6: Sharp Member

    Messages:
    273
    Positive Ratings:
    112
    Fireman's Delusion - This is an a5 koth map for testers, report back to me in discussion

    This a king of the hill map that's I production, for all those alpha testers. Report to me things I should fix or add (I know the control points not there, I want you to check everything else), and better yet, explain how to do it. Thanks.
     
  2. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

    Messages:
    360
    Positive Ratings:
    534
    Any screenshots of the map?
     
  3. Freyja

    aa Freyja ¯\_(ツ)_/¯

    Messages:
    2,817
    Positive Ratings:
    4,656
     
    • Funny Funny x 7
  4. jakesname

    jakesname L1: Registered

    Messages:
    2
    Positive Ratings:
    2
    Thanks for taking the time to make this map and post it on tf2maps.net!
    As this seems like one of your earlier maps, I might be a little nitpicky, but I'll try to help with any bad habits I see.

    Now, for the feedback:
    The easy stuff:
    1. Include screenshots in the map thread! It's not hard and really makes people look at your map, as most people don't really care to look at a map without it
    2. Get your map tested! It's very rare for someone to be browsing the forums and decide to download your map. It's also super easy to test, there are some great instructions here.
    3. Generally, for alphas you name the map mapname_a1, instead of mapname_alp1 :p
    Other fixes:
    1. Make sure players can't get stuck in your map, such as in this spot:
      20170723072826_1.jpg
      It's really frustrating to be killed because you got stuck
    2. Setup your spawns correctly! I'm blue team and I spawned on red side
    3. Make sure a func_respawnroom to each of your spawns. This allows players to switch classes without dying.
    4. Put a team filter and func_respawnroomvisualizer on each of your doors. That way blue cannot open red's spawn door. The func_respawnroomvisualizer add that little red circle that blocks them if the door happens to be open.
    5. Make you map bigger! Right now it's 2 spawn rooms, with a small flat plane in the middle. Try to have at least a little bit of layout in alpha 1, so you can at least test that, It's completely fine to use all dev textures in your early versions, so you can just focus on the layout with having to worry about looking good. That's for the beta.
    6. Add some lighting to your map! If you have no lights, the server enables fullbright, which means everything is completely lit up. Not only does it look ugly, but the server stays in fullbright for all future maps, so you can ruin the looks of other's maps :(
    7. Watch UEAKCrash's mapping tutorials! All these fixes may seem daunting at first, but these tutorials explain almost everything I'm talking about (and more!) in a super easy and understandable way.

    Good luck!
     
    • Agree Agree x 2
  5. YOYOYO

    YOYOYO L6: Sharp Member

    Messages:
    273
    Positive Ratings:
    112
    ok, so #1 I meant shots not.. #2 I was gonna leave the screenshots for later, and for others to give me some, since I'm not very good, and #3, sorry I didn't layout a lot for a5, ill get right to it
     
  6. YOYOYO

    YOYOYO L6: Sharp Member

    Messages:
    273
    Positive Ratings:
    112
    also, it should be a5, its what it says on my screen
     
  7. YOYOYO

    YOYOYO L6: Sharp Member

    Messages:
    273
    Positive Ratings:
    112
  8. YOYOYO

    YOYOYO L6: Sharp Member

    Messages:
    273
    Positive Ratings:
    112