KotH Haunted Island

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_FR_Starfox64

L1: Registered
Sep 30, 2012
12
1
Map has been updated ! Check changelog !

Here is my first map release that mean I'm a beginner but that not my first map !

It's a Halloween KotH map based on a haunted island/swamp* who is very scary when you play 1Vs.1 Sniper ;) (Try it it's very funny)

Yeah there is a lot of water, yes it's dark, yes there is a fucking fog !

Dark and fog is good for this map else the map ambiance will not work (Tried without it and that true)

Pyro Pro Tip : Leave your flamethrower and use the mele weapon who deal critical damages on players underwater (don't remember the name ^^)


Please Give me some feedback for the final version of the map !

TODO :

Add a boss spawning to the control point.**
Add ghost around the map.**
Add a back door to spawns houses to avoid spawn camping (F2P community).

* There is no eggs ;)
** Please help me by telling me how I can add them I really need it


';)' Means there is one.
 
Last edited:
Mar 23, 2010
1,875
1,700
looks too big i would spend most the time walking than fighting. would probably only play sniper, scout, or stickyjumper demo because of the size as well.
 

_FR_Starfox64

L1: Registered
Sep 30, 2012
12
1
looks too big i would spend most the time walking than fighting. would probably only play sniper, scout, or stickyjumper demo because of the size as well.

I have tested it as sniper and it's fine but yeah it's maybe too big (Allways the same problem in my maps ^^)

I will resize it
 

Crash

func_nerd
aa
Mar 1, 2010
3,383
5,534
It's waaay too flat and open. No one would ever want to play pyro on this map.

edit: Although now I realize that it's a lot of underwater stuff. You should include pictures of that too. Although a map that is majority underwater is still not a good idea.
 
Last edited:

Idolon

they/them
aa
Feb 7, 2008
2,128
6,144
  • Your map has a leak.
  • There are no cubemaps.
  • There are no func_details.
  • There is quite a bit of asymmetry.
  • The fog is absolute overkill.
  • Spawns aren't enough to house 12 players each, and are also fairly campable.
  • Your layout is a box with stuff in it. This never works.
 

_FR_Starfox64

L1: Registered
Sep 30, 2012
12
1
  • Your map has a leak.
  • There are no cubemaps.
  • There are no func_details.
  • There is quite a bit of asymmetry.
  • The fog is absolute overkill.
  • Spawns aren't enough to house 12 players each, and are also fairly campable.
  • Your layout is a box with stuff in it. This never works.

You mean around the map ? (killin water?) (Will be fixed in final version)

What does the cubemap ent ?

What the difference enter normal brush and a func_details?

it's to make it like a natural forest/island.

I a lot of guys complain about it I will change it.

For the spawns I will put a bigger door to avoid campers to camp on it.

I will add some hills to improve it and not making it so flat.
 

Ælement

I'm so happy :D
aa
Dec 21, 2010
1,483
1,616
  1. You do not wait until final to fix something as simple and devastating as a leak. You fix it RIGHT AWAY. And BEFORE uploading it anywhere.
  2. Cubemaps needs to be build for proper reflections to work.
  3. Normal brushes cuts vvis. Func_detail's does not.
  4. Anything "natural" does unfortunately rarely go well with the game mechanics of tf2. You'll want to read up on some design theory on the valve developer wiki.
  5. Bigger doors won't fix spawncamping - multiple exits will. (to a degree)
  6. You have followed the "box with stuff in" approach from the very beginning, so I'd recommend starting over with something new, where you build it up area for area.
 
Oct 6, 2008
1,969
451
OMG - I can feel the breeze going through my brain because of the sniper headshots!

Too wide open! - if both sides can see each other's spawns then it comes down to this 2-3 good snipers will own the other team as they try to leave their spawn = empty map! no one will want to play it.
 

_FR_Starfox64

L1: Registered
Sep 30, 2012
12
1
OMG - I can feel the breeze going through my brain because of the sniper headshots!

Too wide open! - if both sides can see each other's spawns then it comes down to this 2-3 good snipers will own the other team as they try to leave their spawn = empty map! no one will want to play it.

About the spawn leaving I will add a back door to avoid spawn camping but after if the community suck I can't do anything.

You can't see the other spawn from your own spawn and even if you are on the CP (The hills at the lake border block the view)

About the world too wide open I discreased the skybox high to avoid big sticky jumps and rocket jumps. I will maybe add more trees and and hills and maybe more houses/building around the map.


Remember, this is my first map release so forgive me.
 

Ælement

I'm so happy :D
aa
Dec 21, 2010
1,483
1,616
We are not blaming you. Everyone started out being more or less clueless on design theory.

To be honest, i feel like this map is a dead horse. By that i mean that it would take so much work to make it work, that you could just as well start over with a new project.

And i would, btw, love to see what you could create if you started over, and made a whole new thing by building it from the bottom, rather than making a box and filling in with stuff :D
 
Oct 6, 2008
1,969
451
Yep - EVERYBODY's first map always sucks the first time out in some fashion.

I would do a complete re-do of the map and think about it before making changes.

I do like your spawn from the outside but you need to make it way bigger - remember that 32 players is the standard size you sould be designing for - 32 players all rushing one door would be a little cramped.

I also like your camp point, it's a good start.

Redo the map in block out format with Dev textures only - no major detailing then sumbit it for a gameday to see how it plays in a multiplayer environment for more feedback before going further - you can then tweak the map for good gameplay - then detail it to make it look good - will save you a lot of time in the long run.
 

Idolon

they/them
aa
Feb 7, 2008
2,128
6,144
32 players all rushing one door would be a little cramped.

32 players / 2 teams = 16

Also, standard TF2 is designed for 24 players, or 12v12.