KotH koth_sawood a1

koth map inspired from sawmill

  1. XARANKO

    XARANKO L1: Registered

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    koth_sawood_a1 - koth map inspired from sawmill

    This is my first koth map (only did a jump map). Please give some feedback for this poor guy.

    Name changed from koth_pinewood to koth_sawood because i'm an idiot.
    (didn't know that was already used XD)
     
  2. Turnip

    aa Turnip The 80s Vegetable

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    did you delete the thread and repost the same map?
     
  3. XARANKO

    XARANKO L1: Registered

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    yes, i changed the name cause it was already used (the download too). sry if i created problems, i'm quite new to forums.
     
  4. Viperi

    aa Viperi 100% might be snake

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    I assume you went sawwood.
     
  5. XARANKO

    XARANKO L1: Registered

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    From pinewood to sawood, with one w. I like it better that sawwood, even if it doesn't mean anything. If i find a better name i will change it, but for now this is it :)
     
  6. DegruM

    DegruM L2: Junior Member

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    You don't need to delete the thread to change it's name, you can basiacly change everything of the download with an update.

    So i've gone trough this map and noticed multiple issiues

    - I feel like the map is pretty overscaled for being a koth map

    - The saws aren't animating, you must have them as a prop_dynamic and set their "Default animation" (for the sawblade_moving prop it's "idle")

    - The skybox texture is from half life, it is suggested you use one from tf2.

    - I see you've compiled the map with HDR which will cause longer compile times and will just make the skybox texture unecessarly bright (same with other textures) You just uncheck it inside the compile box that appears before you run the map.

    [​IMG]

    There are no light entities inside the map except of blu's spawn, also no cubemaps.

    [​IMG]

    The spawns front don't have any doors, they're just open which will cause multiple issiues, as demos and soldiers can just spam these and get free damage

    [​IMG]

    You can apparently see this from both spawns

    [​IMG]

    You really shouldn't have displacements with more than 1 or 2 sides applied to them if they're supposed to be on the ground, also nodraws on them is no good, you're supposed to put nodraws under them *not on their faces*

    [​IMG]


    This part looks pretty wierd and it's a bit too high in my opinion, plus there's no lights inside it either.

    Also not a fan of those one-way doors that exits on the other side, scouts touches the door before it opens completely.

    [​IMG]

    Naaasty sightline from this point.

    I feel like this map has some brushwork that doesn't feel natural and i don't see a real flow to it as its generaly overscaled.

    But it's a start, these problems are all possible to fix so best of lucks to you!
     
    Last edited: May 23, 2016
  7. Muddy

    Server Staff Muddy Muddy

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    I keep reading that as 'swood'
     
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  8. XARANKO

    XARANKO L1: Registered

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    Thanks DegruM for the feedback. To eliminate overscaling i'm gonna reduce the space in the yard with the rock, i think that will fix it. As for the displacement part i didn't understand what do you mean with placing nodraw on them.

    Everybody has some problems... Mine is distraction, so if you wanna read swood it's fine for me :)
     
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  9. DegruM

    DegruM L2: Junior Member

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