KotH Manufacture

Discussion in 'Map Factory' started by hooky, Aug 1, 2012.

  1. hooky

    hooky L2: Junior Member

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    So this is my first map. I originally started making it in late July for 6s. I stopped a few days later, and I recently (in November) started working on it again.

    Alpha 1 released: August 1, 2012
    Alpha 2 released: August 4, 2012
    Alpha 3 released: November 10, 2012
    Alpha 3a released: November 10, 2012
    Alpha 4 released: November 24, 2012
    Alpha 5 released: February 9, 2013
    Alpha 6 released: February 18, 2013
    Alpha 7/7a released: March 1, 2013 (New Map Pugs only)
    Alpha 8/8a released: March 9, 2013
    Alpha 8b released: March 10, 2013
     
    Last edited: Mar 10, 2013
  2. colacan

    colacan L5: Dapper Member

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    Needs some light entities, it's fullbright now, lights make the map look better. And some cover around the point is gonna help allot too.
     
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  3. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Looks boring. Make some more height variation, alternative routes and other kinds of swag.
     
  4. hooky

    hooky L2: Junior Member

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    Alpha 2 released.

    Changelog:
    -Added the Foundry mid point structure to point
    -Added crates to mid
    -Removed middle section of crate tunnel on each side, added fence in their places
    -Added new buildings on the sides; entrance is where the middle crate used to be. It has a balcony which should be useful for snipers (maybe too useful, needs testing)
    -Made the room right outside of spawn taller, reducing the second floor to a balcony-like thing
    -Some minor texture changes

    Known issues:
    -Still on fullbright, I'm going to add lighting in later alphas.
    -Might need a few more pathways.
     
  5. hooky

    hooky L2: Junior Member

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    If an admin sees this, can this be moved to the main forum?
     
  6. GPuzzle

    GPuzzle L9: Fashionable Member

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    On lighting, my number 1 tip is: use a relatively bright skybox (Foundry is a good example) search the Dev Wiki for light_env values, and you got a well-lit-not-fullbright map. At least the outdoor areas.
     
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  7. Spacek531

    Spacek531 L4: Comfortable Member

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    make everything smaller, add cover, and add some height variations; the rooms are huge and immediately everyone is going to play sniper and/or scout.
     
  8. hooky

    hooky L2: Junior Member

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    I'm currently revising this map, I need to finish the skybox and add lighting and stuff before I release it.
     
  9. GPuzzle

    GPuzzle L9: Fashionable Member

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    You DO NOT release a fullbright map. You add simple lighthing. No fancy stuff. Just basic. It's better to have phantom lighting, no detailing, and dev textures with a good layout than a map with fancy lighting, detailing and actual textures with a bad layout.
     
  10. tyler

    aa tyler snail prince, master of a ruined tower

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  11. GPuzzle

    GPuzzle L9: Fashionable Member

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    Just tips for next map.
     
  12. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    you probably already know this but you might want to rethink your spawns. a single spawn exit is easily camped even by the shittiest demo out there. also, the height variations around said spawndoor highly favors any soldier who would be tempted to spawncamp. needless to say, having a full health up there is asking for trouble. usually, I recommend giving a height advantage to the spawn. it helps reduce spawn camping to a minimum.
     
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  13. hooky

    hooky L2: Junior Member

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    All of that should be fixed already, but I'll recheck before I release the next test release.
     
  14. hooky

    hooky L2: Junior Member

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    Alpha 3 released!

    Changelog:

    -PROPER LIGHTING. Sorry I did not realize the importance of this earlier.
    -Completely reconfigured mid. Placed the point on a bridge made from the lowered balconies. Made the point area narrower. Reconfigured the crates to fit around the bridge.
    -Completely renovated spawn building; now it is 2 separate buildings. The new spawn building is... well, the spawn, and the other building is split into 2 rooms: a short one and a tall one. The tall one includes a ramp that leads up to a second floor, and that leads to the side building, and then the point.
    -New entrances added on side buildings.
    -Proper playerclip.
    -Removed Foundry mid point structure.
    -Removed entire crate tunnel and fences.
     
  15. Spacek531

    Spacek531 L4: Comfortable Member

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    One problem I forsee is one or two good snipers locking down the point. There is a long walkway where on both ends is a door, and in the middle is a point. There are serious mobility issues as the only flank routes (the crates) are exclusively for demomen and soldiers. Perhaps ramps leading up each crate would give the point some more flanking routes.
     
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  16. hooky

    hooky L2: Junior Member

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    ^Thanks for that feedback, and because of this I have released a new version of this map.

    Alpha 3a is now out!

    Changelog:
    -Added ramps going around the crates to allow for more movement and flanking around the point
     
  17. hooky

    hooky L2: Junior Member

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    Alpha 4 is out.

    Changelog:
    -Removed some doors
    -Moved back right doors (on point and looking towards red/blu building)
    -Moved far left door (in the side building)
    -Some texture work
     
  18. hooky

    hooky L2: Junior Member

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    Alpha 5 is out! pls download

    Changelog:
    -Redesigned side buildings: separated the floors, building made narrower, ramp moved to side of former ledge path, door is now more hidden.
    -Mid made slightly shorter.
    -Bridge made narrower.
    -Added a map camera. Apparently does not work because I am bad

    Please tell me if there are any insanely good engie areas, I'll need to nerf them or block them with props (which I should start putting in my map).
     
  19. hooky

    hooky L2: Junior Member

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    Just took Alpha 6 out of the oven.

    Changelog:
    -Redesigned spawn building: it covers more area. Two different spawn areas inside the building are activated at different times (closer one when that team does not own the point, farther one when that team owns it). Hopefully this redesign reduces the amount of spawncamping.
    -Formerly removed doors put back in, as an attempt to reduce the frequency of amazing sightlines.
    -Fixed map camera, but I can't figure out how to angle it down.
    -Minor texture work.
     
  20. Sergis

    aa Sergis L666: ])oo]v[

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    what i didnt enjoy was giant flat walls on both sides of the cp

    they always scream "i was made by a beginner mapper"

    even though this is aesthetic feedback on an alpha, huge flat walls are unlikely to look good afterwards

    break that shit up yo
     
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