KotH koth_canyon (wip) a4

Vertical Koth map.

  1. Gatorix

    Gatorix L1: Registered

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    koth_canyon (wip) - Vertical Koth map.

    FIRST MAP :D
    A koth map with an emphasis on vertical fighting. Uses the viaduct formula, but utilizes many alternate paths. Uses dropdowns. Orange dev is meant to represent areas I plan on making inaccessible.

    Known issues:
    -Engie is pretty strong once a sentry is placed around the point.
    -Soldiers have good advantage via height.
    -Removed most sniper sightlines because they were op.
    -Need to learn how to lighting...
    -I can't get the skybox light angle to be the way I want it to.

    -Known compiler errors: *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    *** Error: Skybox vtf files for skybox/sky_dustbowl_01 weren't compiled with the same size texture and/or same flags!
    Can't load skybox file skybox/sky_dustbowl_01 to build the default cubemap!
    Error! To use model "models/props_2fort/lantern001.mdl"
    with prop_static, it must be compiled with $staticprop!
    Error loading studio model "models/props_2fort/lantern001.mdl"!


    Please shower me with knowledge coz I'm really new to this. First map evah. I know canyon has been used in a past map, but that map has been abandoned for years and a quick search revealed that I can take the name.
     
  2. Gatorix

    Gatorix L1: Registered

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    I'm so lost ;-;. How do I make those nice scrolling screenshot previews?
     
  3. SparkyShock

    SparkyShock L3: Member

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    I downloaded the map and gave it a run through.
    First thing i noticed, the spawns have no doors and are compact. ONly having 2 exits is fine, but as a first map, go with 3 and use the ABS Prefab doors for easy work.
    Second, map seems overscaled. You may want to use some prop (like the hwm_medic prop) to scale your map since this could lead to long, boring gameplay.
    Now some screen shots i took of my concerns
    Help 1.png Help 7.png Help 5.png Help 3.png Help 4.png Help 2.png Help 6.png
    I love the idea of a more vertical map, but i would start simple. Take inspiration from other maps, like Viaduct or Harvest or whichever, and create something cool. Mapping is about trial and error. What will and wont work (also some of the community are a little picky in my opinion). However, the joy in mapping is creating somthing. Learn from your mistakes and mess ups in this map and start something new and improve. I failed many times (TRUST ME, my first map was a crash and burn) but i never gave up. I learned from my old maps and created new ones that are a thousand times better than the first. Keep trying, in the end its worth it to see your map reconized and hear the words "This map is cool". Keep trying man!
     
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  4. Gatorix

    Gatorix L1: Registered

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    Cool! Thanks for the feedback! One thing is, it's not visible, but there's water to break the fall in the picture for your last concern. Everything else, I work to fix. Thanks!
     
  5. Diva Dan

    aa Diva Dan hello!

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    If your water is invisible then there is a leak in your map. this can lead to poor performance and other bad stuff. Watch this on how to find and fix leaks
     
  6. Gatorix

    Gatorix L1: Registered

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    According to the pointfile... It says the small healthpack on blu side is somehow connected to a leak on the top the map. Which is weird since the top is a large, single brush... I think the water issue may be a texture problem rather than a leak, but I still don't know what the pointfile is... well... pointing to.

    Edit: Fixed it. Apparently, displacements don't seal the map!
     
    Last edited: Sep 11, 2016
  7. Gatorix

    Gatorix L1: Registered

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    After some long tedious hours of refining and fixing... I came to a problem: "Out of memory loading solid." I don't know how to fix it, and I can't access my map anymore... Error Loading File
    File C:\Users\Connor\Desktop\Hammer Maps\koth_canyon_a3.vmf, line 34942: error 7
    is what it says... Halp ;-;
     
  8. SparkyShock

    SparkyShock L3: Member

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    Im pretty sure that you need to func_detail some brushes (also THESE DONT SEAL THE MAP) the error should have coordinates the show where the issue is. It has happened to me. I thinks its when the map cant handle something in the map (FOR NO REASON).
     
  9. Gatorix

    Gatorix L1: Registered

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    -Fixed a sightline from one entrance ramp to the other. It's a lot smaller now and offers a tiny window to snipe in.
    -Fixed a sightline from front of spawn to side of spawn.
    -Merged second floor of spawn to the drop off.
    -Added some full packs in cave.
    -Enlarged the cap area.
    -Fixed leaks.
    -Added terrain diversity to lower level.
    -Fixed sightline from cliff to cave ramp.
    -Added spawn doors.
    -Added terrain diversity to the spawn slope.
    -Revamped cliff area to include easier passage to drop off.
    -Raised barrier on major ramp.
    -Added small door to the newly raised barrier.
    -Utilized terrain to make the door accessible from the lower level.

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

    Gatorix L1: Registered

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    -Altered cap area
    -Lowered entire cap level
    -Completely Revamped Cliff Area into a Terrace
    -ADDED PLAYER CLIP! Orange Dev no longer Accessible
    -Added temporary lighting to dark areas
    -Added spawnroom visualizers
    -Closed top of spawn off
    -Shortened entire map horizontally (by like a tiny bit)
    -Added small passage to Cave from Main Ramp
    -Ignore the v2 part. v1 is just me messing around with props and etc.

    Need help with the following-
    ?-Lighting and Etc. How to illuminate the dark parts with natural props.
    ?-Textures: How to do the half-and-half textures.
    ?-Props: How to scale props to fit desires?
    ?-Water is invisible. No leaks. Works Fine. Just not visible. How do fix?

    Read the rest of this update entry...
     
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  11. SparkyShock

    SparkyShock L3: Member

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    For the water, add some nodraw on the no-visible sides of the water. Dont really deal with water much so may not be the problem. Or use another water texture.