KotH mineral_deep

Discussion in 'Map Factory' started by Numberflow, Jun 27, 2012.

  1. Numberflow

    Numberflow L1: Registered

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    This is sort of an experiment. I try to teach myself mapping in 2 1/2 months and will post the result as an entry for the Koth contest to see how well i did it, not to win. I will provide a DL link and pictures when the map is playable.

    The layout of the map is a multi-layered mining pit centered around the control point. The sides are symetrical, from each spawn there are 5 ways to get to the point, one restricted to Soldier, Scout and Demoman, one underwater leading under the battlements and possibly behind enemy lines.

    The fastest way leads to lowground, therefore it is good to move to highground at the cost of losing time, especially as heavy. there is one sniper platform, one highground for the mobile classes and 2 more ways for normal classes. A sentry-deck will be provided. There will also be one long way through an underground cave (filled with water ?) for spies to infiltrate enemy lines. Focusing this map on highlander, there is one optimal attacking route for every class, the team which can use them better or counter enemy attacks better, will win.
     
    Last edited: Aug 31, 2012
  2. MetalKev

    MetalKev L2: Junior Member

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    Cool beans! I can see you already have a good sense of where your map is going aesthetically which isn't always the case for early versions of maps.
    Word of advice though, usually placing a koth point in a pit rather than a hill makes it harder to capture, as it forces the team to take a height disadvantage for the entirety of capturing and defending teams can defend father from the point by using their height advantage. That is not to say that it can't work, but its something to be mindful of eh?
     
  3. Numberflow

    Numberflow L1: Registered

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    Yeah, there will be a hill in a pit, hard to explain, i hope i can finish a early alpha version of the map for orientation purposes today, thanks for the feedback :)
     
  4. Numberflow

    Numberflow L1: Registered

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    Im off for holidays but before I leave I released a2 of the map. Feel free to try it out in my absence :)
     
  5. Deodorant

    Deodorant L6: Sharp Member

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    I briefly played the map in a gameday, and there were a few pretty big flaws. The only obvious route away from spawn I could find led into a completely pitch-black tunnel, where I always had to run around in random directions until I saw a light somewhere that I could follow. When I did, I ended up on that beam structure suspended over the point, which was quite confusing. It looked as though I was supposed to use it as a ramp ending in a 64 unit crouch jump-ledge to get up on the bridge, and I think I saw a Scout use double jump to reach it, but I tried and failed until I spontaneously fell down in the hole between the beams. The next time I got to the same place, I figured I was supposed to jump down between the beams toward the point, but it somehow took several tries before I managed to get through one of the holes (innuendo not intended). Whatever the purpose of those structures are, it must be made more obvious and intuitive. Finally, as I pointed out in the feedback, the pool under the point seems impossible to get out of. I can't really give any feedback about how the layout in general worked, because between entering the map late and jumping around like an idiot I got very little time to shoot stuff.

    That being said though, the map has some pretty interesting things going for it. The gravelpit-esque esthetics are consistent and neat. Nothing I could see looked excessively plain and boring. finally, the idea of making those beam-support things a playable area is in itself pretty awesome. You should definitely keep them and make them work properly, because sitting up there felt really cool.
     
  6. Jeremy

    Jeremy L11: Posh Member

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    [​IMG]

    I was standing just outside my spawnroom and I saw this.
     
  7. Crash

    aa Crash func_nerd

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    Smooth your displacements out a lot as well. Use this button:
    :dispwalk:

    And anything highlighted that is supposed to be a walkable surface needs to big fixed. I got caught on a lot of your displacement geometry just trying to navigate the map.
     
  8. Numberflow

    Numberflow L1: Registered

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    thanks for the feedback, saw a lot of problems with the displacements coming, oh well.
    the sightline was of course unintended, didnt think about jumping ON the bridge.
     
  9. Jeremy

    Jeremy L11: Posh Member

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    You should take these things into careful consideration, as players WILL find bugs and exploits in your map quite quickly. Look what happened to Sanitarium's most recent test...
     
  10. Sergis

    aa Sergis L666: ])oo]v[

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    interesting how the outdoor screenshot thumbnails look quite good until you click on them :D maps gonna look good once you get it into beta where maps generally get rid of alpha stage crudeness
     
  11. colacan

    colacan L5: Dapper Member

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    Cardboard bridge! The sides of it look like they're made out of cardboard, I think it's the texture.
     
  12. Melvin D Engineere

    Melvin D Engineere L4: Comfortable Member

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    I've uploaded a video featuring your map.

    TF2: koth_mineral_deep_a2

    When underwater, the draw distance was so limited that I honestly thought I was playing a bad N64 game. Also, (3 minutes into the video) how is a Scout supposed to reach the bridge above the control point, let alone a Heavy?
     
  13. Numberflow

    Numberflow L1: Registered

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    The bridge was supposed to be a scout, demoman and soldier only-fighting zone, ill try to make that more clear. thanks for the video!
     
  14. Numberflow

    Numberflow L1: Registered

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    Well i missed the deadline and my 3d-skybox screwed everything up, so I need to drop out of the contest, if one member of the jury reads this: you dont need to judge my map, the a2 version is outdates and bad, not even close to being finished. So please dont bother.