KotH Lager House Beta 2

Small storage area.

  1. Lazy Developer

    Lazy Developer L1: Registered

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    Flashroom - One big colourful room of pure fun!

    simple map created in 2 days by a 13 year old. This map has:

    -A sniper spot/ Hight advantage
    -One simple big room
    -Fair amount of ammo and health packs
    -
     
  2. Lazy Developer

    Lazy Developer L1: Registered

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    This update makes the much needed 2nd exit for both spawns. The second exit corridor currently has developer textures that have the colour of your team. Next update will include:

    -Some bug fixes
    -2nd exit textures
    -Exploit removal (If any)
    -And much more

    Read the rest of this update entry...
     
  3. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    Add some lighting so your map isn't coated in ugly fullbright. Adding a sky to your map and a light_environment entity can simplify the lighting process greatly. Also, your map is very open- add buildings, walls, props, and other obstacles to make it more interesting and allow combat within most class' range. Remember, combat in TF2 is mostly close to mid-range. Your map should reflect that. Also also, from looking at your cap point I can tell you don't have cubemaps. Add at least one env_cubemap entity to your map and then follow the steps to build cubemaps. That ugly purple checkerboard on your cap point will be replaced with a nice, shiny reflection of your map.
     
    Last edited: Aug 27, 2017
  4. McLovin

    McLovin L1: Registered

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    What he said ^
    [​IMG]
    This spawnroom is WAAYYYY too tall. Soldiers don't usually rocket jump in spawn, so you can lower this ceiling height.
    [​IMG]
    Spawn room is super close to the point.
    [​IMG]
    Speaking of the point, there is nothing to indicate when I am capping it unless I am standing on it.

    Your map is extremely small. Try expanding it larger using the Viaduct Formula™:
    View: https://youtu.be/7cZhJF4P2vI?t=6m28s


    Also, hey! It's good to see a young mapper in the community! :) Everyone else here is old, saggy, and sad.
     
  5. Lazy Developer

    Lazy Developer L1: Registered

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    Thanks you! I will release Alpha 3 with these fixes and improvements :)
     
  6. Lazy Developer

    Lazy Developer L1: Registered

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  7. trbz_

    trbz_ L2: Junior Member

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    I...
    but why?
     
  8. Kobolite

    aa Kobolite The only dutch person here!

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    what do you mean with this?
     
  9. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    This doesn't remotely help the mapper at all.
     
    • Agree Agree x 2
  10. Lazy Developer

    Lazy Developer L1: Registered

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    I want to thank you all for helping me with my first map. All of you are wonderful people and I hope to see more of you in the future :)
     
  11. Lazy Developer

    Lazy Developer L1: Registered

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    Hello

    These are the new features and fixes:

    -New textures to replace the old repetative ones
    -Control point now works
    -Larger area
    -More props to fill that area

    Known bugs:

    -Only works in full Bright (Working on fix)
    -Bots on this map cause the game to close (Unable to fix without a nav mesh)

    Read the rest of this update entry...
     
  12. Lazy Developer

    Lazy Developer L1: Registered

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    Things I have yet to do:

    -Make the map larger and more complex
    -Add more props to the spawn rooms
    -Changing the name of the map (Please help suggest names below)
    -Adding a theme
    -Fixing textures
    -Adding more ammo and health packs
     
  13. Lazy Developer

    Lazy Developer L1: Registered

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    Just a quick new version.

    More detail
    Added stairs to the control point rather than the bad ramp
    Added a full health pack and full ammo pack (Bottom floor)
    Made the spawn rooms smaller

    Read the rest of this update entry...
     
  14. Pocket

    aa Pocket func_croc

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    Can you please stop releasing stuff until you have lighting? Nobody's going to bother playing your map or even looking at it before then.
     
    • Agree Agree x 1
  15. Lazy Developer

    Lazy Developer L1: Registered

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    Ok, Let me mention this. I cannot get lighting to work atm. If you read what I have previously said "Only works in full Bright (Working on fix)". I am working on it. Just please at least phrase what you say better. It just seemed rude what you said.
     
  16. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    I'm curious what you mean by light not working. Are you getting console errors when you try to add light entities?
     
  17. Lazy Developer

    Lazy Developer L1: Registered

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    Not really. The map compiles but no matter what it will always be dark.
     
  18. Floof Waffles

    Floof Waffles L6: Sharp Member

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    Check your compile log for an error about not being able to find vvis.exe and vrad.exe - if you find them, you've got this problem. I managed to fix it by installing the C++ runtime, then verifying game files.

    Also, the map looks interesting! Is it entirely indoors? Could work well with the industrial theme! But yeah, you'll want to light it up as soon as you're able to. Also, once it's properly lit, you'll be able to host it in an IMP.

    It's cool to see a simplistic layout, I recommend studying Granary's mid for ideas on simple structure, see how it uses height and space, and how it divides highground and lowground for interesting gameplay. Good luck!!