KotH koth_river 6

Complex koth with height variation and cover

  1. oliviasocks

    oliviasocks L1: Registered

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    koth_river - Complex koth with height variation and cover

    This is my first full map, made after analysing the positives and negatives of the viaduct formula- and that is the lack of flank routes and space for 12v12 casual play. I've designed this map with that in mind, creating a point that can be taken, defended, and lost in a comfortable cycle; as well as sidelines, courtyards, and vantages where players can fight away from the action.
    Once textured, the map will have my favourite theme- snowy! The map takes place in an abandoned estate that the Mann brothers are each scouring for treasure within, and features a prominent frosty river. Watch out for the new invasive species- pyrosharks!
    Please leave feedback if you have the time, this map is compatible with bots and I'd really appreciate some advice even if you just give it a quick look. Thank you so much for being such an amazing community!
     
  2. oliviasocks

    oliviasocks L1: Registered

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    Changelog:

    · Expand the capture zone to fill shack

    · Clip off sewer grate entrances so people don’t get stuck on them

    · Clean up right side red spawn wall so no clip

    · Add props to the arch of each spawn gate so that the sightline is covered

    · Spawn room visualisers to stop enemy team from getting in (I know, noob mistake)

    · Prop between two spawn entrances outside the spawn room to discourage spawn camping

    · Add more space to the room with two ramps and the balcony to create a useable interior

    · Add patch underlays underneath the pickups

    · Make point and point ramps no build

    · Realign cover extension cave side

    · Add cameras for spectators and dead players




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

    Skye L1: Registered

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    So I messed around on River for an hour, and:
    Screen Shot 2021-06-12 at 3.29.58 PM.png Screen Shot 2021-06-12 at 3.29.54 PM.png brush above blu spawn is slightly messed up
    Screen Shot 2021-06-12 at 3.05.52 PM.png Screen Shot 2021-06-12 at 3.06.01 PM.png You can stand on this
    Screen Shot 2021-06-12 at 3.17.35 PM.png ^ not present on blu side
    Screen Shot 2021-06-12 at 3.07.24 PM.png Screen Shot 2021-06-12 at 3.07.00 PM.png paper-thin walls mean enemies can see your model. Try to keep your walls at least 8 hammer units thick.
    Screen Shot 2021-06-12 at 10.11.15 AM.png Screen Shot 2021-06-12 at 10.21.34 AM.png ow me eyes
    Screen Shot 2021-06-12 at 10.20.09 AM.png most valve maps have overlay patches on their pickup spawn points. I believe it is overlays/patch001, 002, and 003, and can be placed with the decal tool.
    Screen Shot 2021-06-12 at 10.17.13 AM.png Screen Shot 2021-06-12 at 10.17.25 AM.png Screen Shot 2021-06-12 at 3.29.02 PM.png sightline Avernus minus the CR 5 barbed devils (yellow box in the last pic is blu's spawn door trigger)
    Screen Shot 2021-06-12 at 3.18.16 PM.png FYI you can get up here
    Screen Shot 2021-06-12 at 3.18.43 PM.png wonky water (sorry for having hud on)
    Screen Shot 2021-06-12 at 3.04.40 PM.png I can cap from here, but it's just tf2 being weird
    As an aside, most KoTH maps have clear capture zone indicators (Viaduct's wood, Highpass's yellow tape, Sawmill's wooden planks, etc.)
    Thoughts on actual gameplay will come later
     
    Last edited: Jun 12, 2021
  4. oliviasocks

    oliviasocks L1: Registered

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    Thank you so much for your feedback! This is really detailed, and although I've already spotted a few things I've already fixed in the next update, most of this I didn't catch! Just two questions if that's okay- do you have any weird settings with your graphics that might cause that bloom effect? Mine appears normal:
    20210612205449_1.jpg
    And I'm probably just not getting an in-joke here, but what is 'Avernus minus the CR 5 barbed devils'? Is it referencing the descent into Avernus D&D campaign? Also like, it's actually making me so excited to think that someone was playing my map! I know it was for playtesting purposes but,,, yeah! It's really cool :D Just one last thing, so sorry if I'm taking up too much of your time- do you know what causes these strange grey boxes on this texture underwater?
    20210612201451_1.jpg
    Thanks for checking this out! It means a lot to me.
     
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  5. Skye

    Skye L1: Registered

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    H E L L for DMs
    and uh
    sorry but I have no clue as to what causes the boxes
    GAMEPLAY THOUGHTS SOON AAAA
    also
    Screen Shot 2021-06-12 at 7.18.33 PM.png
    There are 11 other downloads, I'm just the one who decided to give feedback
     
    Last edited: Jun 12, 2021
  6. oliviasocks

    oliviasocks L1: Registered

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    aaaaa this is sO awesome!! tysm for everything and I too am very excited for gameplay thoughtssss:OO
     
  7. oliviasocks

    oliviasocks L1: Registered

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    5
    Version 6 Change Log:

    · Basic Texturing and brush replacement (texturing pre-existing surfaces to replace dev textures, and replacing some walls with fences and that sort of thing)

    · Add light to understairs room

    · Add collision to spawn courtyard wooden fences

    · Red mansion red dev texture fix

    · Blue balcony cobblestone texture fix

    · Cave ceiling texture fix

    · Clipping on Metal fence cave

    · Fix grey squares on underside of river at mid (one-off glitch)

    · Widen water at mid so no edge visible

    · Fix dev textures sewer grates

    · Add yellow warning tape thing to indicate koth capture zone

    · Fix clipping issues mentioned by Skye

    · Thicken thin walls or replace with prop

    · Fix sight line from mid to spawn

    · Add wooden floor to spawns

    · Give all lights reasonable explanations

    · Put roof on shack

    · Move lights outside of light props

    · Make floor brush snowy on the left/right of spawn

    · Player clip the shack roof to allow projectiles, bullets etc but not players

    · Change roof triangles to be more realistic (roof is flat, not a triangle and the building comes up into it)

    · Add triangle clipping to the top of spawn sightline block to make people slip off

    · Make mansion roof more logical (support triangles in the middle

    · Bring props inside wall brushes on veranda building

    · Lower white balcony doorway roof to avoid clipping

    · Change colour of mansion and other buildings to help show team territory

    · Lower Mansion window to allow for easier/clearly intendedz jumping (6 units in 32 grid mode)

    Big thanks to Maid from the TF2Maps discord and Skye from TF2Maps.net for providing feedback on the last version<3




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

    Skye L1: Registered

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    I am so sorry my wifi decided to die on me aaaa
    but on the bright side i got me thoughts

    https://demos.tf2maps.net/demo/11028/koth_river4
    a demo recording of people who played the map on an impromptu map test, you can find instructions in the forums somewhere i don't have the exact link aaa
    https://feedback.tf2maps.net/map/koth_river4/
    People's feedback for a4
    Note that both are a4, not a5/a6, so some bits of feedback are out of date
    Gameplay feedback:
    [notes i took while gaming]
    -Gameplay is disjointed
    -where is my team AAAA
    -There's a pyro/medic pair spawncamping us and we have 6 players god knows where
    -There are so many empty rooms
    -^I guess tba later?
    -Random geom(etry) in the middle of nowhere for no reason
    -Sniper/Wrangler=Profit
    -Point looks safe but is absolute pain to be in
    -the water looks weird
    -ow my retinas
    -demospam
    -cow mangler go brrr
    1:
    River is like Nucleus in its encouraging of flank routes, though perhaps a bit too much. The players are almost always split up and the only team fights occur on the point, but because the point is so vulnerable, the first cappers usually take the point for most of the round.
    Suggestion:
    Do a Viaduct and funnel the players into the point a bit more, but not too much.
    2: River is also like Nucleus in that sniper sightlines are problematic, to say the least. The props make it a bit better, but snipers are still very annoying. (as are wrangled sentries, because nothing screams fun like a level 3 up my scouty butt.
    Suggestion:
    Shorten sightlines (point to spawn)
    TBA
     
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  9. oliviasocks

    oliviasocks L1: Registered

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    Thank you so much!! I'll identify which parts of this are applicable to the newest versions and add these to my changelog, your advice is invaluable<3
     
  10. Skye

    Skye L1: Registered

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    Try not to go overboard with the artpass/detailing, as it might become a pain to make big changes to geometry later on without having to redo a lot of said detailing
     
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  11. Skye

    Skye L1: Registered

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    • Thanks Thanks x 1