KotH koth_coalmine_a8 2017-03-18

Pretty bad map, I just want some feedback on whether to continue developing this map. (lots of bugs)

  1. CrippledDonut!

    CrippledDonut! L1: Registered

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    koth_coalmine_b3 (Unfinished Map) - Pretty bad map, I just want some feedback on whether to continue developing this map. (lots of bugs)

    Koth Coalmine is a Coal mine themed King of the hill map with to neighboring MannCo Coal mines. Red and Blue. This map is unfinished and I just want some feedback before I continue it.
     
  2. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Some pictures would be nice
     
    • Agree Agree x 2
  3. OctoBlitz

    OctoBlitz L5: Dapper Member

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    Pics or it didn't happen.
     
  4. The Siphon

    The Siphon L6: Sharp Member

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    Has this map been in alpha stage at all or even tested on the servers? I couldn't find any information on the feedback page and this was the only result when searching it on Google.

    Now I recommend to do a lot of testing in the alpha stage, because there is a lot of things that need to be fixed.

    1. First thing you see when you spawn into the map is the eye hurting bloom. Bloom control should fix the thing.[​IMG]
    2. This is the whole map. The layout really needs a lot of work. The map is too open and it's just a box. Adding additional routes, cover and such is essential [​IMG]
    3. The sightlines are pretty long [​IMG] [​IMG]
    4. The whole capture point is floating and it's bit too small[​IMG]
    5. Again, very long sightlines for snipers[​IMG]
    6. This part of the map feels bit overscaled and it's kinda like a death trap, since you can't climb up and there is no cover.[​IMG]
    7. More floating stuff (also some texture and geometry variation would be needed)[​IMG]
    8. Bloom again [​IMG]
    9. A big problem is that you can just walk to the enemy spawn and kill people. You need to add a respawnroom visualizer and gates that do not open to the enemy team. [​IMG]
    10. The textures in the map could use some variation and fixing. Not sure if this shows up well on the first picture, but the walls of the blue spawn look overscaled. If you look at the first screenshot, you can see what I mean with texture variation.[​IMG]
    11. A bit better view of the problem [​IMG]
    12. Also factory walls made out of wood seems bit strange to me [​IMG]
    13. Half Life 2 grass [​IMG]

    You should always do a lot of public testing when the map is in alpha stage and never skip alpha stage.
     
    • Agree Agree x 2
  5. Tuaam

    Tuaam L6: Sharp Member

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    Good god the bloom is brighter than the second coming of Jesus and every other prophet in all 3 Abrahamic scripts.
     
  6. OctoBlitz

    OctoBlitz L5: Dapper Member

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    OP, I am not saying this to hurt you, however I think you may want to consider a defferent map layout and renaming your map version to A1, A2, A3, etc...

    After seeing the pictures submitted by @The Siphon here is what I suggest

    First lower the brightness on your lights, start using Dev textures in more areas you are unsure of, use the Viaduct formula in order to balance your map for both sides of your map and remember to scale your ma with heavies and other player models within hammer while in-game use pyro due to their good speed. Also on a minor note, please check for leaks in your map just in case...
     
    • Agree Agree x 1
  7. CrippledDonut!

    CrippledDonut! L1: Registered

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    Sorry, I suck at map making. This is my first and probably only map.
     
  8. CrippledDonut!

    CrippledDonut! L1: Registered

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    Thanks you for the constructive criticism and I will take them all into consideration if I decide to finish the map.
     
  9. CrippledDonut!

    CrippledDonut! L1: Registered

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    I've spent the last 3 hours working on your guys' suggestions and have been improving some things. Also, I added a really stupid 3d skybox
     
  10. CrippledDonut!

    CrippledDonut! L1: Registered

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    In this update I have taken into consideration much of your advice.

    -Added (very simple) 3d skybox
    -Dimmed spawn room lighting
    -Added new building and shortened sniper sightlines
    -Added extra cover when going through bottom route
    -Added more cover from snipers
    -Added hill for point to sit on


    I will make the map less of a block shape in a future update

    Read the rest of this update entry...