KotH Headland A12

alpine themed koth map

  1. Foot

    Foot L2: Junior Member

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    Overpass - alpine themed koth map

    First serious map attempt and submission to tf2maps.

    When I was doing the basic layout I wanted to go for an alpine look with open gameplay.

    This is what I came up with.

    Please give criticism, I want to make this map agap asap.

    Screenshots:
    http://imgur.com/a/bRZVl
     
  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    This looks like an interesting layout, but I can't see much of it from the screenshots - it's pretty dark. An overhead shot might make it easier to piece together the pictures. If you want it tested, check the link in my signature for instructions.
     
    • Agree Agree x 1
  3. Foot

    Foot L2: Junior Member

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    Thanks.
    I will repack my map and sign up for testing.
     
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  4. Foot

    Foot L2: Junior Member

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  5. Cytosolic

    Cytosolic L4: Comfortable Member

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    just going off the screenshots, the map looks very dark. You should always keep player visibility in mind. If you want to keep that dark, moody lighting I'd recommend you read This. There's a section on lighting night maps that I think will be useful, although I recommend the entire read.
     
    • Agree Agree x 1
  6. Foot

    Foot L2: Junior Member

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    Done.
     
  7. Foot

    Foot L2: Junior Member

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    Changelog:
    Overhauled the lighting.
    Redid the control point.
    Changed the peek hole into a window in the left hut.
    Moved the left hut more to the side to control sniper sight lines.
    Optimized the map more.
    Made the spawn glass one sided.

    Thanks for the feedback.

    Updated screenshots:



    Read the rest of this update entry...
     
  8. BenCo

    BenCo L5: Dapper Member

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    You can disable the HUD by writing cl_drawhud 0 if sv_cheats are enabled. Just a little tip that can make your screenshots better.
     
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  9. Foot

    Foot L2: Junior Member

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    I am searching for a new name, as overpass no longer suits what I want the map's theme to be.
    Maybe something mountainy or rurl.

    Changelog:
    Changed right passage/maze into a building.
    Increased the roof height of the left building.
    Tweaked the door positioning on the right hut to fix sightlines even more.
    Fixed a bunch of clipping problems with fences.
    Tweaked lighting.
    Changed health and ammo locations slightly.
    Changed door sizes across the map.
    Turned the right rock wall into a displacement, and added small amounts of detail.
    Fixed a bug with the resupply cabinets.
    Changed building layout on the very right of spawn to look and play better.
    Fixed player clips on the displacements and buildings being slightly offset.
    Optimized the map more.
    Updated the sneaky right area outside spawn.

    Screenshots:



    Read the rest of this update entry...
     
  10. TheClaudioAmericano

    TheClaudioAmericano L1: Registered

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    I think the middle point is a bit empty as it is atm. Scout in particular has to run around to the right route in order to reach the hp at the point, adding something there to make it easier for Scouts to access and also overall give more cover would help.
     
  11. Foot

    Foot L2: Junior Member

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    Maybe adding a medium health pack in mid and changing health packs into small ones on the right?
     
  12. Foot

    Foot L2: Junior Member

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    Sorry leswordfish, I didn't see the top down thing.
     

    Attached Files:

  13. TheClaudioAmericano

    TheClaudioAmericano L1: Registered

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    I don't think that would solve the issues I addressed, but overall I think bringing this to play test would be best so you can see how the map plays out in an actual match. I can't give you much feedback without playing a match, just assumptions like the lack of cover at mid I mentioned.
     
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  14. Foot

    Foot L2: Junior Member

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    Changelog:
    Made the control point have the high ground.
    Added more cover on the control point.
    Removed the cubby on the battlements and raised the fences around them.
    Made some of the battlements wall transparent.
    Added cube maps.
    Changed health and ammo locations and amounts.
    Tweaked lighting.
    Minor optimization.
    Added minor detailing around the map.
    Added basic signs.
    Fixed some misc clipping issues.

    Screenshots:



    Read the rest of this update entry...
     
  15. Foot

    Foot L2: Junior Member

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    Changelog:
    Added actual fitting skybox for better optimization and file size.
    Minor optimization.
    Moved back the right sniper hallway.
    Widened a few areas.
    Changed signs slightly.
    Reduced cover on the sniper/battlements area.

    I will be adding this map to the play testing server to get some feedback.
    Thanks for the help so far.

    Updated screenshots:



    Read the rest of this update entry...
     
    Last edited: Sep 28, 2016
  16. Foot

    Foot L2: Junior Member

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    Thanks for the feedback, here is the changelog.

    Changelog:
    Made the map themed at day rather than night.
    Removed window at the left hut.
    Widened the out of spawn courtyard.
    Fixed a bug where the spawn doors were clipping through walls.
    Heavilly nerfed a sniper angle, look at screenshots for reference.
    Removed the health packs inside the right passthrough hut.
    Added new signs to encourage using the flank route.

    Screenshots:


    Read the rest of this update entry...
     
  17. Foot

    Foot L2: Junior Member

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  18. Foot

    Foot L2: Junior Member

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    This is the biggest update yet, and i cannot give a full change log.
    So I will just say the biggest points.

    I have completely redone the area in front of spawn to discourage spawn camping and decrease the crazy sniper sight lines.
    Along with that I have redone mid and lowered the right high ground and removed most of the barrier between that and the other area.
    I fixed a bunch of clipping and displacement bugs and removed the tree house in mid.
    The lighting is no longer shrek green and is now slightly off white.
    Changed the upstairs door's size to large.

    These are the biggest changes and to see the finer details I would recommend just downloading it and seeing it for yourself.

    Here are some screenshots.
    I know about the texture errors in the screenshots and I have fixed them.



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  19. Foot

    Foot L2: Junior Member

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    Changelog:
    Changed health locations all across the map.
    Added more cover to right sniper angle.
    Redid middle cover.
    Added roof trim on the middle exit to mid.
    Improved lighting in a lot of spots.
    Shifted connector slightly more forward.
    More optimization.
    Added a rock on the right cliff area.
    Slightly tweaked the ramp area next to the lower entrance to middle.
    Nerfed sniper angles in mid by shifting the fence on the highground spot.
    Changed some doorway sizes.

    I had some technical errors which is why the update got delayed until today.

    Thanks for the feedback.

    Read the rest of this update entry...
     
    Last edited: Oct 7, 2016
  20. Foot

    Foot L2: Junior Member

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    Positive Ratings:
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