koth_avalanche

KotH koth_avalanche RC13

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GuttyKreum

L2: Junior Member
Aug 16, 2016
74
14
koth_avalanche - WIP thread for my map, koth_avalanche

Heya all!

I am an ancient mapper (used to map for, Wolfenstein 3D, Doom 2, Quake, and Quake II). A shoutout to anyone who remembers the Qoole editor.

The other game I used to map for is HL 1 as well as some of its game modifications such as Vampire Slayer, Action Half-Life, Mastersword and Pirates, Vikings and Knights.

I haven't touched Worldcraft/Valve Hammer since HL 2 was released and my desire to create maps dropped off after heading out into the adult world of careers.

Recently I have had more time to myself and I also stumbled upon the Youtube channel for UEAKCrash and my desire for mapping started again (seeing the Frontline themed community update information helped too).

This thread will be for the development and release of my Frontline map Koth_Avalanche. If anyone has any tips (or links to tips) for getting the map tested, and when to place it on the workshop, please let me know.

I will post more screenshots soon.

(edit): It's on the workshop available for testing now!

http://steamcommunity.com/sharedfiles/filedetails/?id=747296123
 
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GuttyKreum

L2: Junior Member
Aug 16, 2016
74
14

corpsinhere

L1: Registered
Mar 21, 2010
15
1
Hey Brandon - the map is looking good. Nice touch using the zeppelin in the 3D skybox to indicate point ownership.
 

GuttyKreum

L2: Junior Member
Aug 16, 2016
74
14
Does anyone have recommendations for the best program to pack the frontline assets into my map with? I have heard of Pakrat, but only negatively.

Thanks!
 
Jul 30, 2014
75
153
yo, i just saw your truetf2 post, and recommend you test it with tf2maps instead to start with (if you haven't already). It's only pub testing, but its a good place to start if you are new to tf2 mapping, with a lot of maps added to the game passing through them at some point. Comp testers won't have any patience for basic mapping bugs, nor the knowledge to correct them, so basically everyone begins by ironing out their maps with tests here before moving on.

To get it tested at tf2maps you need to either add it to a gameday thread (found here) or on a list to get it tested during an impromptu test by joining the steam chat.
 

GuttyKreum

L2: Junior Member
Aug 16, 2016
74
14
yo, i just saw your truetf2 post, and recommend you test it with tf2maps instead to start with (if you haven't already). It's only pub testing, but its a good place to start if you are new to tf2 mapping, with a lot of maps added to the game passing through them at some point. Comp testers won't have any patience for basic mapping bugs, nor the knowledge to correct them, so basically everyone begins by ironing out their maps with tests here before moving on.

To get it tested at tf2maps you need to either add it to a gameday thread (found here) or on a list to get it tested during an impromptu test by joining the steam chat.


Thanks for the info. It's already going to be tested this weekend hopefully on a pug group from the tftv forums. I'll add it to the games at thread soon here as well!

I drew out the map on paper first and conversed with my room mate who also is experienced at tf2 and is very vocal about what problems exist in some current maps. Hopefully the careful planning will show when testing but I am always willing to update the map as needed.
 

Console-

L1: Registered
Aug 14, 2016
9
8
Hey, we should be playing this tonight in new map pugs. However, I am having trouble downloading from steam workshop. Is there any way you can link a download from anywhere else? (Google Drive, Dropbox etc.)
 

GuttyKreum

L2: Junior Member
Aug 16, 2016
74
14
Hey, we should be playing this tonight in new map pugs. However, I am having trouble downloading from steam workshop. Is there any way you can link a download from anywhere else? (Google Drive, Dropbox etc.)

I'm not at my main PC but let me see if I can download it and get a link up for you shortly.
 

GuttyKreum

L2: Junior Member
Aug 16, 2016
74
14
I now have a server running only this map for feedback at 76.164.195.154.
 
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GuttyKreum

L2: Junior Member
Aug 16, 2016
74
14
Going back to work on this. A few fast compile quick screenshots of issues addressed.

http://imgur.com/a/i5vJ3

1. Pushed the spawns forward. (major complaint was that the map is too large)

2. Added some stairs to make escaping from the area behind the point easier.

3. Increased the lack of ammo/health.

I'm still trying to figure out an advantage for being in the tunnel under the point other than health.
 

GuttyKreum

L2: Junior Member
Aug 16, 2016
74
14
New release: Oct 9th, 2016

-Map title and file name changed to koth_avalanche from koth_avalanchev3

-Moved the team spawns forward

-Increased health and ammo pickups and moved some health pickup locations

-Added a second route to sniper balcony/cafe

-Added stairs to help navigation and flow to roof near the point

-Added stairs to help navigation and flow in the underground area near the point

Some screenshots that show some updated areas

http://imgur.com/a/IHAsd

Read the rest of this update entry...
 

GuttyKreum

L2: Junior Member
Aug 16, 2016
74
14
Is there a tutorial or trick to have more seamless overlay placement?

I have 3 dirt road overlays at an angle (not 90 degree placement) here: http://i.imgur.com/lmzlpxQ.jpg

It looks pretty sloppy and I couldn't find a way to make it a bit more pleasing before compiling.
 

GuttyKreum

L2: Junior Member
Aug 16, 2016
74
14
Nov 20th changes:

-Added a medium ammo pickup to the upper balcony area near the cafe table.

-Changed a small ammo pickup into medium in the hazard basement area.

-Fixed issue with getting stuck on the ramp going up to the cafe area from the fountain area.

-Fixed a lighting issue on a displacement near the tunnel entrance.

-Changed a dirt track overlay near the point to be less stretched looking.

-Updated tank models to the latest available from the Frontline! asset pack.

Read the rest of this update entry...
 

GuttyKreum

L2: Junior Member
Aug 16, 2016
74
14
-Removed the roof over the mid point and added beams to make it more open and less camped.
-Removed the clipping from the tall houses on either side of the mid point that prevented access. Also removed the slope on one side of the roof for both.
-Changed the direction of the light coming through the window on mid point.

Now an official 4s map in the TFCL: https://tfcleague.com/

Read the rest of this update entry...
 
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