KotH Koth_oakvale A3

A king of the hill map for the Frontline community update

  1. Jeddyk

    Jeddyk L1: Registered

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    Koth_oakvale - A king of the hill map for the Frontline community update

    Map im currently working on for the Frontline community update , its still being worked on so any feedback or suggestions is apreciated
     
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    Last edited: Aug 10, 2016
  2. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    The detailing in this map looks great but I do wish you would have waited to get some more testing on it first. The map is mostly a straight line with TONS of sniper sightlines and not many options for other classes. It's both thin and short which became dull rather quickly. I would suggest taking a real hard look at this maps layout compared to other successful KOTH maps and redesign it to fit TF2's gameplay a bit more. Also the skybox lighting is really bright.
     
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  3. Jeddyk

    Jeddyk L1: Registered

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    I will see what i can do, the thing is that im quite terrible at making layouts , and detailing is what im best at( cant resist detailing)
     
  4. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    That's why your here! To get better :D

    If detailing is what you are most interested in, maybe it would be better to work on a collaboration where one person makes the map fallowed by you doing the art pass.
     
  5. Jeddyk

    Jeddyk L1: Registered

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    I think i managed to get a solid layout ,one that inst just going foward and doest have alot of sniper sightlines to the point , just need to tweek it a lil bit and update it and test it again
     
  6. Jeddyk

    Jeddyk L1: Registered

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  7. Kreg

    Kreg L2: Junior Member

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    The new layout looks very interesting, but I think the rooftops on the control point look a little strange to walk on. Maybe put a small platform on the roofs?
     
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  8. Jeddyk

    Jeddyk L1: Registered

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    they do look rather weird, but ill see how the playtest goes before making changes to the map such as the one you suggested (still thanks for the suggestion)
     
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  9. Kreg

    Kreg L2: Junior Member

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    Oh my bad @Jeddyk I meant to suggest that you should consider the platform after testing.
     
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  10. Da Froog

    Da Froog L1: Registered

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    Some feedback, but dont take it too seriously :D

    -A sniper standing on either of the trains at mid is able to hold all entrances
    -I know its a beta thing, but you can stand on a tree at spawn and snipe at an area of mid
    -the sings on the walls in the red bar are missing textures, but might just be me
    -The stairs at spawn leading to a door are confusing, as they look like they might lead to an entrance
    -I dont know how u feel, but i think an engie building a sentry on top of the mid roof might be op

    Again, dont need to take these too seriously, just some of my thoughts :)
     
  11. Jeddyk

    Jeddyk L1: Registered

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    that was the older version of the map that had trains (i removed them and made a new mid) , pretty mutch the entire map was redesigned
     
  12. Kreg

    Kreg L2: Junior Member

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    So I got the opportunity to play this map, and a couple of things. First, I'd like to say that this map was very interesting, and I never got lost. Secondly, props around the point made it feel really closed it. Lastly, it took people a while to figure out you could get onto that roof section we discussed.

    Hope that was useful and good luck with your map, I like it a fair bit.
     
  13. Da Froog

    Da Froog L1: Registered

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    Oh XD gonna go try the actual version then.
     
  14. Da Froog

    Da Froog L1: Registered

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    Allright, time for some feedback on the actual map


    koth_oakvale_b20000.jpg -You should clip these

    koth_oakvale_b20001.jpg -This still looks like it could be an exit

    koth_oakvale_b20002.jpg -Door is clipping with the wall

    koth_oakvale_b20003.jpg -Quite a long sightline

    koth_oakvale_b20004.jpg -Weird lighting

    Still, these a re just some of my thoughts and you dont have to change any of these if you dont want to
     
  15. Jeddyk

    Jeddyk L1: Registered

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    -New spawnroom
    -Removed one of the buildings as it wasnt being used or was necessary at all
    -Roofs on mid now have a platform
    -Added a new route in the back of the mid buildings
    - Replaced the walls in mid
    - Added more detail around the map
    - The mid buildings have been rezised
    -Clipped every stair and almost every corner
    - Added a hazard strip to indicate the capture area

    Read the rest of this update entry...
     
  16. Jeddyk

    Jeddyk L1: Registered

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    Some of your suggestions have been fixed in the newest version ,still thanks for sending them