KotH Glencar B1

Discussion in 'Map Factory' started by Colax, Jun 11, 2011.

  1. Colax

    Colax L1: Registered

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    This is the first public release for my map, and the second map I have made.

    It is a forest theme, with two large Waterfalls supplying water to the Dam at the other end. In the middle of the river is a house structure, with the Control Point inside. The spawns are equally spaced from the center on each side of it, and both have 3 exit doors, to avoid camping, and to promote fairness.

    I named after the waterfall in Sligo, Ireland, called Glencar Waterfall.

    I hope you enjoy my release.
    Colax.
     
  2. Fredrik

    Fredrik L6: Sharp Member

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    it's really open and kinda dark. And it's kinda weird to so random placed lanterns on the ground.
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    It's very open, very dark, and very flat. Also it might be a bit too small. Add some more buildings, yards, and height variation to make it more interesting. Also compile with -staticproppolys and -staticproplighting to get rid of ugly shadows.
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    Align the textures on the beams in the first shot, make the alpha painting more interesting and less like a solid line, and in the future, take pictures that show gameplay objectives and important areas rather than 5 wide shots of the map from different angles.
     
  5. Crash

    aa Crash func_nerd

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    It looks good though, detail wise. A pretty decent looking map.
     
  6. Lancey

    aa Lancey Currently On: ?????

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    It's dark.
     
  7. Colax

    Colax L1: Registered

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    What do you mean by "Alpha painting"? I want to presume you mean the path texture?

    Thanks for the picture taking and compile tip.

    It didn't seem all that dark on my screen, it is using the same sky, and lighting as Mann Manor. Was there an area you found too dark on the map that I can add some lighting to, or do you mean the sky light is too dark?
     
  8. Lancey

    aa Lancey Currently On: ?????

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    He means the alpha on the displacements. I personally don't see what he's talking about either.

    However I can advise you to disable shadows on some of those props, like the small rocks in the first screenshot. They look bad.
     
  9. REEJ

    REEJ L7: Fancy Member

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    So dark - oh wait, all night maps are dark.
    Nice atmosphere the map's got, but it could use 1-2 more buildings in the open-wide spots to make it more TF2ish, IMO.