Koth_Milkrun

KotH Koth_Milkrun A6A

ibex

aa
Sep 1, 2013
308
528
Don't know if you fixed this in your recent update, but from the pictures it seems like your map is either lacking a light_environment or needs a higher brightness.

You can look HERE for settings for light_environment used in official maps/skyboxes.

Personal opinion here: I find it best to look at the light entities and settings used in decompiled maps you can find HERE on site. Usually the light_environment is coupled along with a shadow_control, env_tonemap_controller, env_fog_controller, and a logic_auto (to send inputs to the tonemap controller) in all maps. But that's getting into the more advanced lighting options that you won't need until betas. For simplicity's sake I tend to use/copy the settings for those entities in decompiled valve maps that share a lighting style I want. This allows me to spend a lot less time on lighting when trying to get a layout going in an alpha.
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
Don't know if you fixed this in your recent update, but from the pictures it seems like your map is either lacking a light_environment or needs a higher brightness.

You can look HERE for settings for light_environment used in official maps/skyboxes.

Personal opinion here: I find it best to look at the light entities and settings used in decompiled maps you can find HERE on site. Usually the light_environment is coupled along with a shadow_control, env_tonemap_controller, env_fog_controller, and a logic_auto (to send inputs to the tonemap controller) in all maps. But that's getting into the more advanced lighting options that you won't need until betas. For simplicity's sake I tend to use/copy the settings for those entities in decompiled valve maps that share a lighting style I want. This allows me to spend a lot less time on lighting when trying to get a layout going in an alpha.
Will fix later, not top priority. Looking to fix some changes my friend found while playing alone.
 

Muddy

Muddy
aa
Sep 5, 2014
2,580
4,597
Will fix later, not top priority. Looking to fix some changes my friend found while playing alone.
I'd argue that making your map bright enough that people can actually see what they're doing is most definitely a top priority
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
New Update Patch Notes:
-Added new area on the left side of the point, CONSTRUCTION!
-Fixed arch on both side to prevent spawn camping the left door out of spawn
-Added a skybox with proper lighting though tweaks will be made
-made the capture area slightly larger
-reduced hedge cover on sides of point and replaced with normal wall
- Sadly removed mine on top of the fountain
- Raised crates right outside Main to prevent a sniper sightline
- Can no longer jump on top the roof of main nor shoot pipes over it
- Removed random crits

Read the rest of this update entry...
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
Here are the new changes to koth_milkrun_a3
20160819193528_1.jpg
First off, i added a new flankroute that leads under the point in a tunnel. Each team has a team specific door to exit the route (as seen in the little cove) so nobody from the same team can open the door and camp it.20160819193539_1.jpginside the tunnel (Blu side)
Next is that i added a new little exit through mid connector once you walk out of spawn.
20160819193550_1.jpg
This is to add some variation and make the trip to the point less boring.

I have also moved the boxes outside main to make it feel less cramped.
20160819193556_1.jpg

Another big change was Arch on the left exit out of spawn.
20160819193522_1.jpg I have since made it impossible to snipe to spawn from mid.

20160819193610_1.jpg Added more polish to mid

Misc Changes-
Changed the resub lockers in Red spawn to be the military kind.
Added some texture outside Red and Blue spawn.

Hopefully there are more layout changes to be made before B1.

Read the rest of this update entry...
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
The lighting is still incomplete; you didn't set the Ambient value, did you? That represents the usually-bluish-or-purplish light that comes out of the sky itself and has no particular direction. Also you should disable the shadows on all of your fence props, because with the default settings they just block all light from getting through, as you can clearly see in pictures 5 and 6.
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
The lighting is still incomplete; you didn't set the Ambient value, did you? That represents the usually-bluish-or-purplish light that comes out of the sky itself and has no particular direction. Also you should disable the shadows on all of your fence props, because with the default settings they just block all light from getting through, as you can clearly see in pictures 5 and 6.
I do have a ambient value, it is a sorta light blue. I have nothing in HDR ( i dont want to mess with it). So i will darken the ambient light. Also i was planning to remove those fences, just dont know what to put there. Any sugestions on what to put there would be great. All in all, thanks for the feedback.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
I do have a ambient value, it is a sorta light blue.
What's the brightness level? Because there really doesn't seem to be any light coming down from your very bright looking sky. My recommendation would actually be to look up whether there are standard light_environment settings for the skybox you used (if it's custom, it probably came with a VMF that includes one; if it's stock, check this page. (It's so bright that I can't make out what texture it is) and just use those for the time being.
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
What's the brightness level? Because there really doesn't seem to be any light coming down from your very bright looking sky. My recommendation would actually be to look up whether there are standard light_environment settings for the skybox you used (if it's custom, it probably came with a VMF that includes one; if it's stock, check this page. (It's so bright that I can't make out what texture it is) and just use those for the time being.
okay, ill look into that
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
This version is the server ready version of koth_Milkrun.
Here is a changelog
-Added new route near tunnel to go into Construction without being seen
-Rebalanced health and ammo to make them not so OP or useless
-Moved H/A from construction to second floor
-Medium ammo is now in Perch
-Added a outcrop in tunnel to make attackers have somewhere to hide or use as cover
-Raised the cap area by small amount (you can now cap from ontop of the fountain)
-Made the tunnel exit door 1 way for any team (no longer team oriented)
-Added 2 easter eggs for both of my friends who had good imput on the map Sokin and NukingDragon.
-Removed random crits

Read the rest of this update entry...