KotH koth_simple A5

Simple koth

  1. Dworzo

    Dworzo L1: Registered

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    Simple - Simple koth

    Hi,

    My name is Dworzo and I am new on this forum .
    This is my first Team Fortres Map.
    It is early prototype .
    I will be grateful for feedback.


    Regards,
     
    • Like Like x 1
  2. Three Million

    Three Million L5: Dapper Member

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    1) This ditch. It should be fixed so players can move up the walls if they are stuck, or at least close off this open area so that way the only option isnt to kill yourself. Perhaps some alternate path of sorts.
    20160507104536_1.jpg


    2) Minor visual stuff. Take the no_entry texture and stretch it so the texture wraps the entire door instead of repeating. This is very minor though and just my preference.
    20160507104620_1.jpg
     
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  3. Asd417

    aa Asd417 L1: Registered

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    Looks pretty nice from those screenshots. Definitely following the viaduct formula and thats alright. (Dont get me wrong viaduct formula is a pretty solid structure) I recommend keeping the thickness of the wall to about 8-16 because it helps keeping the structure size in scale.
     
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  4. Dworzo

    Dworzo L1: Registered

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    Thank you very much :)

    I made little fix.
    Now you can get out of the ditch.

    I need gameplay feedback .
    Next step is changes from gameplay feedback , fix doors and change the thickness of the wall

    Read the rest of this update entry...
     
    Last edited: May 9, 2016
  5. env_duck

    env_duck L1: Registered

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    Might wanna' fix those leaks.
     
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  6. Three Million

    Three Million L5: Dapper Member

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    Having a ramp like this isnt good either, you want to make it so the entire side wall is walkable. With this small of a ramp and its location away from everything else, new players to the map could get frustrated (or confused) at the fact that they cant walk up the wall and have to use a small rap instead.
    20160509131508_1.jpg

    Yeah fix them leaks, that would be a good thing too.
     
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  7. Dworzo

    Dworzo L1: Registered

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    I was checked feedback from my map and watched demo.
    I wrote down 22 things to improve.
    what do you think ?
    I will have to improve this things or will make other different new map?
    It is to worse to fix it ?

    Thanks all people for feedback .
     
  8. Asd417

    aa Asd417 L1: Registered

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    IMO, trying to improve is more important. Try to check off those 22 things!
     
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  9. Muddy

    Server Staff Muddy Muddy

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    Most early-alpha maps will have a lot of things that need improving. Par for the course.

    Maybe work on this a bit more until you feel you've learned enough from it, then move onto a new project.
     
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  10. Samniss Arandeen

    Samniss Arandeen L1: Registered

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    I have work in a couple of hours, but I'll give it a spin later today. From what I can see from the screens and your posts, you might want to add three more things to your list.

    1.) Work on your English, and find ways to be more descriptive about what you're making. Is it your first language? Writing map summaries and replies to criticism is easier when you can be comprehended, and it makes you look like you're actually serious about learning. Being nice and descriptive also makes your map more appealing and gives players and critics alike a heads-up what to expect.

    2.) No overview screenshot? This is when you take a straight-down birds-eye screenshot with a view of the entire map, showing its layout from a top-down perspective. Again, it provides a heads-up as to what we can expect. Not as important now, early into your first map, but it's a habit to get into.

    3.) Lighting. I know it's a difficult thing to do, and your lighting won't work if it does have leaks as previous people have stated, but things are going to get dark, especially in those trenches Three Million was complaining about. From the screenshots it looks like just a light_env and the skybox - when we start casting shadows from the giant buildings on the point, that's going to make a *lot* of play spaces rather dark.
     
    • Useful Useful x 1
  11. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I think Dworzo's english is fine, frankly. We can understand him great. He doesn't need to be a publicist at this stage.
     
    • Agree Agree x 5
    • Like Like x 1
  12. Dworzo

    Dworzo L1: Registered

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    Thanks for feedback :)

    Yes, I know english is very important . Sorry for my bad english :)


    I made feedback things list :
    • entire level is basically on one height
    • not alot of places to hide/take cover.
    • point needs some cover .
    • capture zone isn't clearly defined and is tiny
    • map is really dark so team colours blend . walls are really high and the sun is at a near-horizontal angle
    • sniper is overpower
    • if you made the back parts lower down snipers shouldnt be able to snipe across the map
    • overscaled.
    • no pickups
    • no skybox, creates nodraw effect when looking up
    • give each door its own trigger
    • huge sightlines
    • you can get out of the map
    • the pits are annoying to fall in
    • the central route is the shortest + has high ground
    • give a proper starting camera
    • clip off rooftops with playerclip brushes
    • skybox borders of the world are fiddly cos they absord projectiles
    • map has a leak
    • the players dissapear if they go too up
    I made new layout (I changed routes and added some covers and stairs):
    • I made center route longer .
    • Left and right route is empty/clean so i added some stairs , covers/walls.
    • I added some covers around capture zone
    • I made pit smaller.
    • I changed capture zone size (1024x1024 with covers and without stairs).
    What do you think about this layout?
    If you need this version map file, send me message :)
     

    Attached Files:

    Last edited: May 18, 2016
  13. Nicky

    aa Nicky Lets try something new!

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    Well, you should have height variation in your level. Making the whole map one level won't turn out good. Though there should be some flat areas.
     
    • Useful Useful x 1
  14. Vel0city

    aa Vel0city func_fish

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    Here's a tip: lower the spawn area by 64 Hammer units and raise the control point area by 64 Hammer units, see if that works. While you do have upper areas the whole map is still basically on one level.
     
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  15. Dworzo

    Dworzo L1: Registered

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    I improved with your tip. I think it is better ,but I need more players to test this. I don't think so bots is good to test this.
    Here is screenshot:
     

    Attached Files:

  16. Vel0city

    aa Vel0city func_fish

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    Don't test with bots. Ever. Bots are really dumb. Only use them for logic testing, but not for gameplay.

    Post your map here: http://tf2maps.net/threads/us-gameday-saturday-21st-may.28115/#post-371773

    Follow the instructions in the main post and you can have real people with actual intelligence playing your map instead of dumb bots.
     
    • Agree Agree x 1
  17. Dworzo

    Dworzo L1: Registered

    Messages:
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    Positive Ratings:
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    What I made:
    • I made center route longer .
    • Left and right route is empty/clean so i added some stairs , covers/walls.
    • I added some covers around capture zone
    • I made pit smaller.
    • I changed capture zone size (1024x1024 with covers inside and stairs outside).
    • I made cotrol point highter and spawn point lower .
    • I fixed skybox
    • I added pickups
    • I gave each door its own trigger
    • I added playerclip brushes
    • I added poper starting camera
    • I changed sun angle and other settings
    I have some questions:
    • what do you think about my pickups layout ?
    • what do you think about scale and proportions ?
    • what do you think about composition?
    • how can i find some leaks ?
    • what do you think about all map layout? is it good logic and gemplay design ?

    Read the rest of this update entry...
     
  18. Viperi

    aa Viperi not actually a snek

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    You should always test for leaks before releasing a new version. This can simply be done by compiling bsp only (disabling vvis and vrad) and checking "Don't start on compile". The first entity near the leak reports the leak, loading the point file will tell you where the leak occurs (so that you can seal it, also dont delete the entity, the entity just as I said reports it and isn't the cause). You'll know when there's no leaks when it can't find the point file anymore after the latest bsp compile.
     
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  19. Dworzo

    Dworzo L1: Registered

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    it can't find the point file after bsp compile. so i don't have leak :)
     
  20. Turnip

    aa Turnip The 80s Vegetable

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    You can easily tell if theres a leak by running the compile log through this website.
    It also tells you about other errors that are on your map, other then the obvious one that literally everyone gets about the skybox..