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KotH koth_onest h9

kinda good?

  1. dodopo2324

    dodopo2324 Yes

    Messages:
    73
    Positive Ratings:
    7
    thx dude, but as I stated "WE DO NOT TALK ABOUT THE FOURTH FLOOR", I'll give you a pass tho, enjoy the map, also the "Fourth floor" is for 1v1 sniper's also, somebody said "ceiling to too high" so I fixed that, I have a crazy idea or next update, but we will see :wink:
     
    • Thanks Thanks x 1
  2. dodopo2324

    dodopo2324 Yes

    Messages:
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    Positive Ratings:
    7
    Oh shrek, i just learned that pressing on the "Spoiler" button unleashes the shit ton of bs and mistakes I made, thx for pointing all of them out, the although i think that the 4th floor is just a floor where I'll put all the easter eggs and memes I want, thx in the next update I'll make sure everything you showed me is fixed (hopefully) thx for the feedback tho.
     
  3. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

    Messages:
    89
    Positive Ratings:
    44
    After looking at those screenshots, oh boy. Off grid things annoy me to no end.

    I'm not the best mapper either but, you can use the [ and ] keys to size your grid down and up respectively, it's VERY useful and saves you the pain of trying to get everything to line up on a very tiny grid.
     
    • Agree Agree x 1
  4. dodopo2324

    dodopo2324 Yes

    Messages:
    73
    Positive Ratings:
    7
  5. dodopo2324

    dodopo2324 Yes

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    Positive Ratings:
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    Hey, the map isn't FLAT ANYMORE!!! (yay), also fixed a bunch of stuff, hopefully, all the brushes sticking out are gone (i hope), no more epilepsy warning in the fourth floor. Enjoy the map

    Read the rest of this update entry...
     
  6. dodopo2324

    dodopo2324 Yes

    Messages:
    73
    Positive Ratings:
    7
  7. dodopo2324

    dodopo2324 Yes

    Messages:
    73
    Positive Ratings:
    7
    I started using skyboxing and light_environment, the maps looks much better than it's perivous versions, please dont trust teleporters on this map, they are completly evil, well some of them are, Enjoy the map!
    (note : no major changes to gameplay other than a death pit far from reach at the roof, only soldier and demoman and maybe scout and engineer can reach it, but they will immediately die upon contact with the invisable death trigger on the roof, also 4th floor access has been shut, due to "maintenance", try to go there will result in instant death.)

    Read the rest of this update entry...
     
  8. dodopo2324

    dodopo2324 Yes

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    73
    Positive Ratings:
    7
    Don't worry CaptainRussia94 (cool name btw), i will learn from my mistakes, in the next map i will keep things at 32 clip to grid, and i won't have things off the grid in my next maps, Thanks for the feedback! CaptainRussia94, See you later Comrade.
     
  9. dodopo2324

    dodopo2324 Yes

    Messages:
    73
    Positive Ratings:
    7
    the stairs leading to the point look less wanky, nothing new, also minor brushes sticking out problem will be solved later, now let me finish my homework!

    Read the rest of this update entry...
     
  10. dodopo2324

    dodopo2324 Yes

    Messages:
    73
    Positive Ratings:
    7
  11. dodopo2324

    dodopo2324 Yes

    Messages:
    73
    Positive Ratings:
    7
  12. dodopo2324

    dodopo2324 Yes

    Messages:
    73
    Positive Ratings:
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    the "h" in the name stands for Halloween! that's right! Halloween production is starting, i hope this turns out fine, also in the back of my head i am thinking i should do one for christmas/xmas? but i will leave that till november. Enjoy the map!
    (notes: made the map a bit darker, fixed some minor skybox stuff, fixed some brushes sticking out, future updates would hopefully replace the rectangluar walls to actual props that look nice)

    Read the rest of this update entry...
     
  13. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,310
    Positive Ratings:
    782
    20190921123806_1.jpg
    Please use a tonemap controller so people can see things
     
  14. dodopo2324

    dodopo2324 Yes

    Messages:
    73
    Positive Ratings:
    7
    woah... i am sorry you guys were playing older versions of my map, i think the latest version solves that problem, if now then please show me a screenshot.
     
  15. dodopo2324

    dodopo2324 Yes

    Messages:
    73
    Positive Ratings:
    7
  16. dodopo2324

    dodopo2324 Yes

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    73
    Positive Ratings:
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    im thinking when this map reaches 1.5 k views, i should make something special like retexturing the whole map and releasing it to look better. Just a thought.
    Enjoy the map!
     
  17. dodopo2324

    dodopo2324 Yes

    Messages:
    73
    Positive Ratings:
    7
  18. Da Spud Lord

    aa Da Spud Lord Occasionally I make maps

    Messages:
    1,154
    Positive Ratings:
    789
    We played koth_onest_h3 on an unofficial server today since the main servers were down. Because it was an unofficial server, there was no feedback plugin, so I wrote my feedback in a text file. Here it is in full:
    koth_onest_h3
    -Why do the teleporters lead into a death trigger
    -No seriously, what the heck is the point of the teleporters
    -Just delete the teleporters, they're less than useless, they're annoying
    -The spawns are dark as fuck, please add actual lighting to it so I can see what's happening
    -Please put a func_respawnroom in spawn, I'd like to be able to change class without waiting 8 seconds for respawn
    -In fact, the entire map is super dark; at one point I couldn't see a pyro right in my face. Please brighten up the entire map and run around it in thirdperson to ensure that at all times, you can identify your own team and class. Rule of thumb: if there is anywhere on the map where you can't easily identify a player's team and class, you need to brighten it up
    -The main ramp onto the point is a pain to walk onto
    -Do you have snap to grid disabled, or are you working on a grid size of 1? Either way, it is very noticeable that no brush lines up with any other brush. Please use snap to grid and use it properly
    -Why is there a dedicated sniper lane. Why does the map need a dedicated sniper lane. This does nothing to improve the map and instead completely isolates snipers from the rest of the fight. Why
    -The map is just a box with stuff in it. Boxes with stuff don't make for good maps, I highly advise you try and make an actual layout.
    -Soldiers and scouts completely dominate everything except the CP because they can get above everybody and stand on all the walls. That's not good. Another reason to design an actual layout instead of a box with stuff
     
  19. vanSulli

    vanSulli L2: Junior Member

    Messages:
    53
    Positive Ratings:
    29
    The map was incredibly dark (much darker than in your screenshots) when we played it. The teleporter traps could be killed and would not respawn (and why did they exist? They looked like regular engine teleporters but they killed you).
     
  20. dodopo2324

    dodopo2324 Yes

    Messages:
    73
    Positive Ratings:
    7
    i just stepped one step towards retexturing the whole map, this is way harder than i thought and also school is really not easy right now, even though we are in october.
    - Changed the floor texture
    - map the floor a bit unflattened

    Read the rest of this update entry...