koth_woodyard

KotH koth_woodyard A4

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=udwx= Moose

L1: Registered
Aug 13, 2016
10
1
koth_woodyard V0.2 - Compact, fast paced map in development

Hello folks, today i have attempted to make my first tf2 map. Right now, it's mostly dev textures, but it's set in a small wood yard. It's meant to be fast paced and hectic, (which is why the map is small, but can make it bigger if requested)

I'd like feedback on the workshop discussion, if available.

Thank you for your time.
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Its fast and hectic, but as soon as you cross the 3 player mark on each team, I guarantee its going to be borderline unplayable.

also you did not add any lighting, thats pretty important.
 

=udwx= Moose

L1: Registered
Aug 13, 2016
10
1
Its fast and hectic, but as soon as you cross the 3 player mark on each team, I guarantee its going to be borderline unplayable.

also you did not add any lighting, thats pretty important.

Yea, lightning will be added soon enough, just left it out for everything to be lit (don't know that it causes any errors, if it douse tell me.) Also, what do you mean by 3 player mark?
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Yea, lightning will be added soon enough, just left it out for everything to be lit (don't know that it causes any errors, if it douse tell me.) Also, what do you mean by 3 player mark?
Im trying to say its gonna get very unfun ona a small map with a lot of players
 

=udwx= Moose

L1: Registered
Aug 13, 2016
10
1
Im trying to say its gonna get very unfun ona a small map with a lot of players

With a bot test of 24, it seemed to be quite fun, as the smallness makes it chaos. (perhaps a bit to well) However i do agree it should be bigger, as explosive spam is a bit of a problem on the control point. I did update the map once already to add some more space to flank with, which did help quite a bit, but what do you think i should add?
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
First off, add lights. A light_environment for your skybox lighting, and some ordinary light entities for local lighting (in spawns, buildings, highlighting an area/path). If you don't have any lights the game will go in Fullbright mode which will break servers running your map (the Fullbright lingers on to other maps).

2nd of all, don't test with bots. Ever. Just don't. Short story: bots are dumb. Long story: bots are duuuuuuuumb. They don't use flanking routes, Engineers don't move their gear up, Scouts never double jump, Demos and Soldiers don't explosive jump, etc. Get real people to test. I recommend giving this a good read.
 

=udwx= Moose

L1: Registered
Aug 13, 2016
10
1
I didn't know it would change the cvar for all maps, thanks for that and the link.

I should hopefully get a updated version out tomorrow, and try getting it ready for play testing.
 

=udwx= Moose

L1: Registered
Aug 13, 2016
10
1
Changelist
*added cubemaps
*made map bigger, got rid of player clips
*increased skybox height
*made the control point centered in the map
*added mats under item pickups
*added lights

Read the rest of this update entry...
 

=udwx= Moose

L1: Registered
Aug 13, 2016
10
1
Changelist:
*Actually uploaded the alpha 3 improvments this time
*Added side doors to lower the sigh line
*Added walls in spawn courtyards for more cover
*Made ammo and health smaller in sideroom
*Got rid of player clips on top of hallway, as the control point moved

Read the rest of this update entry...