Heah

Discussion in 'Map Factory' started by HeaH, May 6, 2010.

  1. HeaH

    HeaH L8: Fancy Shmancy Member

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    Here's my first not-that-nooby map. It's a KotH map. I haven't had a better idea for a name than koth_bestmapever, so for now it's just called heah. Enjoy! ;)

    I realized that I had lots of free time in the coming weeks because of my groundschool exams, so I wanted a project to work on in that time. This is what I wasted my time on :p

    Any name ideas or comments on the map, please tell me

    Thanks:
    A Boojum Snark for being awesome
    DaBeatzProject for sending me his dev textures (even through I didn't use them because they made the map confusing)
    You for reading this even though it's boring as shit
     
    Last edited: May 12, 2010
  2. tovilovan

    tovilovan L6: Sharp Member

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    Broken pics are broken :/
     
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  3. The Political Gamer

    aa The Political Gamer

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    They are working fine for me. :confused:
     
  4. DaBeatzProject

    aa DaBeatzProject

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    They aren't for me!
     
  5. drp

    aa drp

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    they'll work in a day or so for those of you that are not loading the images.
     
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  6. alecom

    alecom L8: Fancy Shmancy Member

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    King of the Heahl?
     
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  7. Pooluke41

    Pooluke41 L5: Dapper Member

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    see that ground filled with none other than .. Grass, make a displacement with them.
     
  8. Nutomic

    Nutomic L11: Posh Member

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    Its an a1, i think he will add displacements in a later version ;)
     
  9. HeaH

    HeaH L8: Fancy Shmancy Member

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    I play the alpha 1 card (I'm gonna do that a lot while I can)
     
  10. honorum646

    honorum646 L6: Sharp Member

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    Why is there a lamp under a bridge?

    Just sayin'
     
  11. absurdistof

    aa absurdistof

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    The map looks sooooooo sandboxy and generic right now with that grass and generic concrete :O

    Anyways, upon inspection it meets the requirement for routes around hill and scrapes by on the sightlines front. Conclusion: I might wish to test this..

    The only complaint I could hypothetically have would be that the map is a little basic or generic in design, but hopefully that can change later on.
     
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  12. HeaH

    HeaH L8: Fancy Shmancy Member

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    Yeah, I guess I'm gonna have to make some changes to this later on, the middle might be a bit too small. But thanks for taking a look at it :)

    I'll try to see if I can gather some people for a test today

    In other news, I reached the second page in one day! My first thread to reach 2 pages, another milestone for me
     
    Last edited: May 7, 2010
  13. VIVA LA NWO

    VIVA LA NWO L2: Junior Member

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    This is a nice map. Other than cosmetics, there's not much else I would really change about it. The multiple ways to get around the map was useful. Mid might be a bit cramped though with 32 players, but I'm not too sure.
     
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  14. HeaH

    HeaH L8: Fancy Shmancy Member

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    Thanks to everyone testing the map with me

    The middle is too congested, so I'm gonna expand that somehow

    I'm also gonna do something about the spawns, so spawncamping isn't that easy
     
  15. Gerbil

    aa Gerbil

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    The map has potential, but here are some important things you should work on:

    - Respawnroom_visualizers, being able to spawn camp is not k.
    - Open up mid a little, it's too easy for a demoman to sticky both the point and the only sneaky path to his location at the moment. Not to mention engineer spam.
    - Both the spawn doors lead to the same location. This is a problem since moving to the other door won't really help if someone is right in front of your other one.

    Good job so far :)
     
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  16. HeaH

    HeaH L8: Fancy Shmancy Member

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    Bump for Alpha 2!

    Changes:

    - Opened up mid
    - Added passage to the side-concrete blocks
    - Added planks from the concrete blocks on the side to the point
    - Made players spawn up instead of down
    - Fixed respawnroom visualizers
    - Fixed the pakrat fail >_<

    Pictures in the first post
     
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  17. VIVA LA NWO

    VIVA LA NWO L2: Junior Member

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    I apologize for not giving feedback as of late, I put this map in my folder and forgot.

    First off, it's possible to build in spawn by falling down:

    [​IMG]

    The doors aren't properly done and you can see through the top and sides:

    [​IMG]

    This is a pretty long sightline for a sniper. Perhaps some sort of cover for the pathway farthest away?

    [​IMG]

    Sidenote: Engineers can't build through clip brushes, you don't really need the nobuild here.

    [​IMG]

    The map still seems fun.

    Additionally, the skybox is very low for stickjumping from the higher spawn exit. Perhaps that could be raised.
     
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    Last edited: May 17, 2010
  18. HeaH

    HeaH L8: Fancy Shmancy Member

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    Thanks a lot for the feedback, really awesome :D

    I have some work with sniper sightlines for the next alpha. I might also try to reduce the size of the area between the spawn and the mid, somehow
     
  19. VIVA LA NWO

    VIVA LA NWO L2: Junior Member

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    If you did that, I feel the map would become more of a spammy nature. We'll have to see though.