KotH koth_rockwell b7

First tf2 map, expect a bad map.

  1. Darkamos

    Darkamos L1: Registered

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    koth_firstmap - First tf2 map, expect a horrible map.

    So this is my first tf2 map, very bad and basic map.
    I made this for playtesting so I can get the hang of hammer.
    Brushwork is basic and boring textures, probably has a lot of bugs in it.
    Expect shit.



     
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  2. Darkamos

    Darkamos L1: Registered

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  3. Micnax

    aa Micnax Back from the dead (again)

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    Looks very good for a first map!
     
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  4. Darkamos

    Darkamos L1: Registered

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    Micnax thanks! :)
     
  5. Darkamos

    Darkamos L1: Registered

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    update version a3:

    -removed very big sidelines which basically caused sniper to dominate the map.
    -added an extra flank route so the map has some more variety other than just being a box filled with houses.
    -changed some textures.
    -added some more pickups.
    -made prop jumps more pleasant to walk on.

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    Last edited: Aug 30, 2019
  6. Darkamos

    Darkamos L1: Registered

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    -gave the roofs team colors so it is more recognizable for both teams.
    -clippped some edges.
    -fixed overlays that indicated the teams on the wrong sides.
    -added soundscapes to make the map a little more alive.
    -added two more wooden ramps at the point to give some more height variation.
    -gave the two houses above the point some extra brush work.

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  7. Darkamos

    Darkamos L1: Registered

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    Finally moved it to beta.

    -replaced pickups because people could not find any.
    -textured and detailed some buildings. (mostly red's)
    -clipped some edges

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  8. Darkamos

    Darkamos L1: Registered

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    Back again with a new update!

    -added tons of detail and textures.
    -changed the places of pickups so they are easier to find.
    -added more small buildings for more detail.
    -made the map outside if the gameplay space bigger, so the map doesn't abruptly end when the gameplay space ends.
    -remade the 2d skybox, so it is more optimized.

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    Last edited: Oct 18, 2019
  9. Darkamos

    Darkamos L1: Registered

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    Small gameply changes.

    -remade the entire dirt floor, displacements are now present!
    -added a little more detail, a few houses and props
    -raised the midcap's platform and lowered the balconies surrounding the mid, reducing annoying sightlines.

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  10. TheBluScout #frontline!

    TheBluScout #frontline! L1: Registered

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    this honestly looks really good for someones first map.
     
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  11. Squidward... no wait

    Squidward... no wait L2: Junior Member

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    This is really good for someone's first map!
     
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  12. TheMightyGerbil

    TheMightyGerbil L2: Junior Member

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    This is quite good for a first map. I do have some suggestions though.

    https://steamuserimages-a.akamaihd....903/2F605B61DB772BF634992835541ADDB0BB332077/
    The dirt on the point slows you because it's an incline. It needs to be smoothed down.

    https://steamuserimages-a.akamaihd....475/70BF5D84B1B9D04A0DEA6853B0C877AAE791E887/
    The ramp on this side is not like the other as it has a brush sticking out. Also you hang on it.

    https://steamuserimages-a.akamaihd....374/36B3CAABE34CFE69BF3056D12D16E1F2E1F739DE/
    While on the other side you can hang on the fence model's collision mesh going up the ramp. You can easily fix this by turning off the fence's collision, then place a func_brush over it, texture it with a metal texture and turn off it's rendering.

    https://steamuserimages-a.akamaihd....442/6A96402541C90A56B393D08DBDA5BCA4CDA71744/
    Break up this sight line. You generally don't want such a long view directly on a spawn door even if you can go out the other. It's easily done if you put a decorative bar/sign thing across and above that partial wall and you can still retain the wall's look. Then put something in front of the new semi-doorway to block the view through it. That should allow spawners to get out of that spawn door without being sniped immediately and safely.

    https://steamuserimages-a.akamaihd....329/5A6D3D3EA27F0337DCBB3559699EDBA156A5750B/
    For the same reasons as above I suggest extending the rail wall on the back of the balcony all the way across. Then cut a door into the building at the end and put the outside ramp up to the balcony inside the building, like the other side. This way snipers have to at least stand under the balcony if they want to snipe that direction.

    It's pretty good to not need major changes or resizing on your first map. Keep up the good work :) .
     
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    Last edited: Oct 30, 2019
  13. Darkamos

    Darkamos L1: Registered

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    TheMightyGerbil I can't thank you enough for this! This is very helpful information :)
     
    Last edited: Oct 30, 2019
  14. Darkamos

    Darkamos L1: Registered

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    Alright, some gameplay changes:

    -The houses next to the point, nobody liked them, nobody used them like I thought people would use them, and basically everybody abused them.
    They now only serve as decoration.
    -displacement is now more smooth. Say goodbye to getting stuck on hills! (I hope).
    -detail props now fade, this should improve the gameplay and fps.
    -moved the stairs that took people up to the balcony into a house, which removes an annoying sightline.

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  15. Darkamos

    Darkamos L1: Registered

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    small changes to the map:

    -added lots and lots of detail, displacements, textures, overlays and more.
    -optimized it a lot, the map should now run much better and smoother.

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  16. Darkamos

    Darkamos L1: Registered

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    Some new changes to my map:

    -new name, firstmap sounds lame, so I changed it to "Rockwell"
    -added a simple 3d skybox, just to make the environment more
    pleasing
    -added another flank route to mid, this way attackers stand a better chance against defenders
    -added tons of more details
    -optmised the map a lot more

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  17. Darkamos

    Darkamos L1: Registered

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    very small changes this time,

    -optimized it more for a smoother experience
    -made a bigger 3d skybox
    -made the doors in the middle from one way, to both ways.

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