KotH infecund

Discussion in 'Map Factory' started by hansfortress, Aug 25, 2015.

  1. hansfortress

    hansfortress L1: Registered

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    Infecund (Scrapped)

    Decided to scrap this after the play test. Feel free to take it as your own if you see anything in it.
     
    Last edited: Aug 26, 2015
  2. tyler

    aa tyler snail prince, master of a ruined tower

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    Looks good, I like the use of angles! I'd like to see more team colors in with the orange though, it seems like if I lose my bearings at mid I can easily run into enemy territory without knowing.
     
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  3. KubeKing

    Server Staff KubeKing dan's birthday was fun too

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    Wow, this looks really good! If you're taking theme suggestions, from the geometry you already have in place, I would suggest Foundry-style or industrial theming.

    One quick note: Those 45-degree stairs look pretty awfully steep in places (like on the right side of the third screenshot). I would suggest decreasing the slope where you can.

    Edit:

    ^
     
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  4. Fartknocker

    Fartknocker L1: Registered

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    Shrine

    Looks good but a shrine and/or statue of me would make it 10x bettererer.
     
  5. MaccyF

    aa MaccyF Notoriously Unreliable

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    Good God that must have been awkward with those angles :p

    Looks like a good, solid start - particularly with the height variation.

    Also:

    You registered just to say that?
     
  6. JMaxchill

    JMaxchill L5: Dapper Member

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    Ok, I had a runaround and found some stuff:
    * No spectator cams. Put these in, otherwise people end up looking at the bottom of the map
    * Stairs not playerclipped (in dev, I'd just use ramps - they're smooth by default and they're a lot quicker to make/remake) (same goes for doorframes - they're awesome and they're really useful to keep door sizes sane, but you will be moving and removing stuff a lot a lot in alpha)
    * Holy hell this sightline:
    http://imgur.com/qVT32S7
    * This is pretty dark. Might play well, might need fixing (but I'd turn up the lights in that room anyway):
    http://imgur.com/67QySjC
    * No signs

    Also, this could be extended:
    http://imgur.com/5DvahNd and http://imgur.com/CoBGHL6
    Generally, you want stairs to be a 2:3 ratio, not 1:1 (most people use 8 tall and 12 wide, afaik):
    http://imgur.com/Ci1TXVy
    SIGHTLINE!
    http://imgur.com/RsECOfy and http://imgur.com/Ixq8ITv

    Besides sightlines, you might wanna move a few buildings because atm it feels like you're either in a building or cramped between two. Look at other koth maps - they all have significant open gameplay spaces. Try deleting a few, see if that helps :D
     
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    Last edited: Aug 25, 2015
  7. hansfortress

    hansfortress L1: Registered

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    Once you get used to the vertex tool, it only takes a bit longer to do angled buildings as long as everything is aligned properly. But yeah, it's still quite awkward at times (especially with slanted roofs on an already angled building)
     
  8. Tuaam

    Tuaam L6: Sharp Member

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    Woah. I like your use of multiple buildings, could make up for some urban / village sort of fighting.

    It would be cool to have a Villa theme, like de_Inferno, or a towny theme. Or maybe a medieval theme.
     
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  9. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

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    Good looking map! I really like the angled buildings you placed by the control point.
    And these are the themes I think it'd look good with:

    - Jungle
    - Maritime
    - Foundry
    - Lumberyard
    - Medieval/Halloween/Rottenburg
    - Farm?
     
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  10. hansfortress

    hansfortress L1: Registered

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    I've decided that the theme of a run-down metal buildings in a jungle seems the most interesting - so i'm going with that. I'll start working on the implementation of a theme after a play-test.
     
  11. hansfortress

    hansfortress L1: Registered

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    Play test went terribly. Deciding to scrap the project.
     
  12. radarhead

    aa radarhead Level 20 "Mapper"

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    Upload a copy to the orphanage / request a mod to move this thread.
     
  13. Lain

    aa Lain will finish a map one day

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    One test isnt enough. Most maps only need one or two changes to become good, try to itterate and take in feedback instead of just scrapping it at the first sign of resistance. Hell, i did around 9 versions of cp_ridgeline before i gave up on it.
    From the looks of it all the map needed was a bit of fat cutting, nothing too serious.
     
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    Last edited: Aug 26, 2015
  14. tyler

    aa tyler snail prince, master of a ruined tower

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    No shame in realizing your mistakes aren't worth correcting and starting a new map. It'll go faster too, since you've gained experience with the tools and everything. But definitely remember that level design is iterative, and that's really the purpose behind version numbers. Don't be so quick to give up all the time.
     
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  15. Pocket

    aa Pocket func_croc

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    At least tell us what went wrong?
     
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  16. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    I read though the feedback. Mainly it was too open, and the signlines were pretty bad.
     
  17. ConradBenderfry

    ConradBenderfry L1: Registered

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    Oh, man, those angled buildings makes me dozy. Might be a major pain in the ass to work with those. Looking really good though.
     
  18. ConradBenderfry

    ConradBenderfry L1: Registered

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    Scrapped... Well, god damn