Koth_Canal [Open] [Alpha]

Discussion in 'Orphaned Maps Repository' started by supmynameiscaden, Sep 7, 2016.

  1. supmynameiscaden

    supmynameiscaden L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    Koth_canal was my shot at making a map for the frontline community update, however part way through I lost interest in the project.
    If you would like you could remove the frontline assets and make it a normal map

    As for credit I would like some but not full credit

    The map itself contains three bridges going over a single canal which has land mines along the edge as well as a few "buildings" (right now just solid brushes) as well as two larger buildings serving as spawn

    The map lacks texture on the spawns, a 3D skybox, many minor adjustments (to make things look pretty), some form of battlements (or somewhere where snipers can settle down), Health and ammo packs and texturing in other places.

    For now you can do whatever you want with the map as long as you keep the central idea and general layout.

    Here are some pictures and the download
    20160906202037_1.jpg 20160906202048_1.jpg 20160906202058_1.jpg
    Frontline Assets:http://frontline.tf/pack.html
     

    Attached Files:

  2. The Letter Before A

    The Letter Before A Cool Idiot

    Messages:
    300
    Positive Ratings:
    119
    Its mine the end

    But seriously Ill take him in
     
  3. Mr.B3TA

    Mr.B3TA L1: Registered

    Messages:
    15
    Positive Ratings:
    7
    you might want to add "light_environment" and some other lights because the map is currently in fullbright making it look pretty ugly ;-P
     
  4. Mr.B3TA

    Mr.B3TA L1: Registered

    Messages:
    15
    Positive Ratings:
    7
    K, i did quick exploration of your map i've noticed some things that you might want to take in consideration:

    1. Spawn has only one exit making it very easy to spamcamp
    2. you can stickyjump over the spawn buildings (not properly clipped)
    3. I would suggest looking into using func_detail otherwise your visleafs are going to cry
    4. Sniper sightlines are pretty awful (you can quite easily spamcamp from the otherside of the bridge
    5. i've noticed some asymmetry in the map (like the houses,bit of the stairs,door sizes ,etc
    6. map is in a giant cube .While it makes you not to worry about leaks and such,it takes space and creates unnecessary leafs

    I would suggest watching UEAKCrash's tutorials and mapping tips
    (
    View: https://www.youtube.com/watch?v=fdpTT2pqIVY&list=PL2KT0JL74Qff_c1WbqNi4K5yAmpWAUQlq
    )

    Anyway for a first map you did pretty good job i'd rate it pickle and a half, Good luck to your mapping endeavors! ;)
     
    • Agree Agree x 1
  5. Crowbar

    aa Crowbar perfektoberfest

    Messages:
    1,441
    Positive Ratings:
    1,196
    And it's fullbright.
     
  6. supmynameiscaden

    supmynameiscaden L1: Registered

    Messages:
    5
    Positive Ratings:
    0
    Hey thanks I will be sure to take these things into consideration when making my next map
    Though fine tuning is not really my specialty i'm sure I can work on these things

    but yeah this was just a summer project for me but in the future i'm thinking of taking this more seriously
    Anyways thanks for the feedback