KotH likeable

Discussion in 'Map Factory' started by ManBeaR, May 7, 2014.

  1. ManBeaR

    ManBeaR L2: Junior Member

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    After a day of fixing leaks, here it is, my first TF2 map to ever be released: koth_likeable! (aka I suck at making map names) Now tell me what you think about it. All feedback is velcome.
     
    Last edited: May 14, 2014
  2. RubbishyUser

    RubbishyUser L7: Fancy Member

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    Now I'm no expert, but based upon the size of those barrels and health kit I'd say this map was way to large. Now I'd need to test it in a gameday to know for certain, but if I were to guess I'd say your corridors need to be about 50% of the size and the main arena maybe 33% smaller.

    Having said that, congratulations on getting a map to a1!
     
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  3. ManBeaR

    ManBeaR L2: Junior Member

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    Thanks for the adivce, I will certenly be looking into that once I have time.
     
  4. Valkyrie

    Valkyrie Guest

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    I will say its a lot better than my first map, one thing to look at is adding more gameplay with geometry instead of props :) and as Rubbishy said, congrats on getting it out there
     
  5. ManBeaR

    ManBeaR L2: Junior Member

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    Thanks, but what exactely do you mean by that?
     
  6. ibex

    aa ibex

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    Usually people get so caught up in making or perfecting their ideas that they never actually release anything --- they spend all their time making something, but then forget it or get bored after awhile



    Other part: Geometry refers to brushes. Your map is mostly flat, and empty. The circular barriers around the point add to the gameplay. You need more brushes and geometry around your map to add to the gameplay. You could have height variations between the point and the connecting rooms, with ramps or stairs. You need something to break sight-lines and provide your players with cover, while making your map more interesting and fun.
     
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    Last edited: May 9, 2014
  7. ManBeaR

    ManBeaR L2: Junior Member

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    I meant the geometry part.
     
  8. ManBeaR

    ManBeaR L2: Junior Member

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    I have signed up for the gamefay, and I have a smaller version ready to go. Shoud I edit to that one (a2) or wait to after the gameday? (If my map gets played)
     
  9. ManBeaR

    ManBeaR L2: Junior Member

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    So, it got played on the gameday, and a lot of the critisism comes from that the map is too big (which I am gonna fix in a2, and that I use too many props instead of world gemetry. Can smebody please explain what is so bad about the latter one?
     
    Last edited: May 11, 2014
  10. ManBeaR

    ManBeaR L2: Junior Member

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    A2 is out, now with colours! The changes are too be found in the changelog, still working on adding some intresting geometry and all that cool stuff.
     
  11. Berry

    aa Berry if you read this you're a nerd

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    Props don't make height advantage, they don't make interesting cover, they don't make fully usable cover.

    Take out all the props of most official maps and 90% of areas will play well (note: some props like rocks, fences and occasionally cargo crates are acceptable for gameplay changing stuff here and there)
     
  12. Valkyrie

    Valkyrie Guest

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    To explain whats wrong with using props for gameplay, basically props are mainly meant to be used as detail, not to add all the player world interaction the map has, you need building and doors, height advantages and disadvantages, bridges, stairs all made from the actually blocks you make in hammer.
     
  13. ManBeaR

    ManBeaR L2: Junior Member

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    I am going to release A3 soon, does anybody have any ideas to a better name?
     
  14. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Keep the name until a theme starts to develop, then go from there.
     
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  15. ManBeaR

    ManBeaR L2: Junior Member

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    Okay, then A3 is to expect tomorrow or the day after that.
     
  16. ManBeaR

    ManBeaR L2: Junior Member

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    A3 is now out, probably gonna get that playtested before I begin to work on A4. The changes are to be fund in the changelog.