KotH koth_production B13

KOTH map set in an munitions factory

  1. EwanLan

    EwanLan L1: Registered

    Messages:
    20
    Positive Ratings:
    6
    koth_production - KOTH map set in an munitions factory

    Welcome to koth_production. The map pits Red and Blu against each other for control of a munitions factory. The map follows a close design to viaduct with a few twists such as having the map use rotational symmetry instead of mirrored symmetry which is seen in most koth maps.

    Resources used
    ABS TF2 mapping resource pack
    Frontline asset pack


    To install drop it inside you're maps folder in your tf2 directory
    default directory should be this
    C:\Program Files (x86)\Steam\steamapps\common\Team Fortress 2\tf\maps
     
    Last edited: Jul 24, 2016
  2. EwanLan

    EwanLan L1: Registered

    Messages:
    20
    Positive Ratings:
    6
    B10 Changes
    Refined the map detail by back of the mid bunker.
    Built cubemaps that was missing prior
    Improved clipping on doorways with jutted out parts

    Read the rest of this update entry...
     
  3. strafe

    strafe L1: Registered

    Messages:
    34
    Positive Ratings:
    42
    Hi! I downloaded your map.

    Feedback:
    Missing texture on this satchel:
    20160726112847_1.jpg
    Some of the lights are too bright:
    20160726112948_1.jpg
    Some sightlines I found:
    20160726104604_1.jpg 20160726104623_1.jpg 20160726104852_1.jpg 20160726104930_1.jpg
    The trigger_hurt on these barbed wires is pointless IMO:
    20160726104703_1.jpg

    Overall it looks pretty nice though, good job!
     
    • Thanks Thanks x 1
  4. EwanLan

    EwanLan L1: Registered

    Messages:
    20
    Positive Ratings:
    6
    Thanks for the feedback, I will fix them up after I am clear to update what was worked on in the jam.
     
  5. EwanLan

    EwanLan L1: Registered

    Messages:
    20
    Positive Ratings:
    6
  6. EwanLan

    EwanLan L1: Registered

    Messages:
    20
    Positive Ratings:
    6
    B11 Changes
    - Closed off many sniper sightlines (thanks to strafe for pointing out the major ones)
    - Improved lighting to aid visabillity
    - Toned down lighting at the connector building
    - Replaced some brushwork with props
    - Some detailing at the connectors and the mid bunker

    Known issues
    - 3D skybox rendering brushes that are not supposed to be there

    Read the rest of this update entry...
     
    Last edited: Aug 4, 2016
  7. strafe

    strafe L1: Registered

    Messages:
    34
    Positive Ratings:
    42
    Checked out the updated version.

    You should func_detail your stairs. Some other candidates for func_detailing:
    This shack:
    20160804151646_1.jpg
    This tunnel:
    20160804151751_1.jpg
    This roof:
    20160804151909_1.jpg
    These bridges:
    20160804152002_1.jpg

    I found this misaligned brush:
    20160804151541_1.jpg 20160804151553_1.jpg

    IDK if you are aware but you don't need your entire map to be copied into the 3d skybox, just the stuff you didn't place in your map. Source renders the entire 3D skybox first, then renders the map geometry over it. Maybe this is causing the issue with brushes rendering where they shouldn't?
    20160804151847_1.jpg

    The acute angle on this wall doesn't look very nice, you should clip it to be right angles IMO:
    20160804152111_1.jpg
    (BTW I like the removal of the barbed wire.)

    You should put nodraw on surfaces hidden by displacements:
    20160804152040_1.jpg
     
    • Thanks Thanks x 1
  8. EwanLan

    EwanLan L1: Registered

    Messages:
    20
    Positive Ratings:
    6
    B12 changes
    - Toned down the lighting around mid
    - Improved area portals at water, spawn and mid
    - Added nodraw to many surfaces that lacked them
    - Adjusted the shape of the divider by shack to be less sharp
    - Removed some crates covering mid
    - Actually compressed the map file down to help speed up downloads
    - Removed remains of the map left in the skybox

    Known issues
    - 1HU gaps and misalignment from rushing the maps layout during the 72hr jam.
    - Dark patches of lighting around the windows behind the mid tower

    Read the rest of this update entry...
     
  9. EwanLan

    EwanLan L1: Registered

    Messages:
    20
    Positive Ratings:
    6
    Changes
    - Improved the 3d skybox to improve the maps feel
    - Lighting overhaul to improve visibility behind mid bunker and hut
    - Detailing on the mid divider wall and transition building at spawn
    - Fixed a bunch of 1 Hammer unit gaps around the map that caused inconvenient clipping during play
    - Added nobuild on top the divider at slope/hut
    - Adjusted crate position at Mid to cut off major sniper sightlines from mid to the transition building

    Read the rest of this update entry...