Moroz

KotH Moroz b1

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red3pit

High on melancholy
aa
Dec 3, 2016
262
After short run I found few things. First, map feels a lil bit overscaled.

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There's this sightline across the whole mid area.

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Floating rock.

upload_2017-11-23_16-25-3.jpeg

All pickup patches could be a bit bigger.

Also smoth dev textures are ugly. Really ugly.
 

Erk

erk
aa
Aug 6, 2016
410
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Okay, maybe this one will be better.

Changes:

+changed name to cold boi bc there are no bears in this map

+Shortened map around mid, and between connectors.

+Clipped everything, even without ueakcrashes help

+Added respawn room visualizers

+Changed some pickups and I'm thinking about getting rid of that concave north of the point, but I just put down a wall there bc maybe it's better with it and Im just stupid

+Enlarged pick up patches

Read the rest of this update entry...
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
Freezepeak is a name suggestion if you need a new name. just saying.
 

Erk

erk
aa
Aug 6, 2016
410
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Hey, its me again. so I guess I am going to be going with this map for the smissmas event.

This map is named Moroz, which is Russian for Frost. I think the map takes place somewhere in the mountains of Russia. I picked Moroz because zamorozhennyy (Russian for frozen) isn't very catchy.

Im planning on adding a lot more, this is just a place holder for now for submission to the smissmas event.

Changes for A4:


+added displacements on mid, think they look ok

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+ Redid the pick up spot for the health, I think its more notice-able.
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+ Added some new fencing, reduced the deathpit size a bit.

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Basically, the theme of this map is kind of like cp_coldfront and pl_snowycoast. I took a lot of inspiration from those maps (at least for the spawn).


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A lot of areas are actually non-detailed yet. Again, I'll fill it in as I go.
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+ Redid cover, less use of rocks and more on brushwork.

+ Removed those big pillars, I have no clue why I added them in the first place.

+Shortened the towers, now people can jump on them.

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+ Added a new flank gonna see if it helps people capture the point easier.
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+ Added some signs, and shortened the distance between the connectors and spawn.

+ Also added that rock and ramp back there, no idea if its any good or not.

Credits: I used a lot of custom textures from various artists.

- E-Arkham for the Snowycoast blend textures https://tf2maps.net/downloads/snowycoast-model-texture-assets.717/

- Fuzzymellow with the urban texture pack https://tf2maps.net/threads/fuzzys-tf2-urban-texture-pack-72-hour-jam.34216/

- Void for the Blu versions of Red Models https://tf2maps.net/downloads/blu-imports-of-red-products.613/


Read the rest of this update entry...
 

Billo

aa
Feb 8, 2016
888
i think the map is pretty cool and has a nice idea but i think the middle area - (where the point is at) should be smaller and have high and low ground really close to it so there can be some really cool gameplays ( i am not saying it doesnt have it as for right now but you know)
also the map is kinda overscaled at least in my opinion. thats what i have to say.
good luck with your map mate
 

Erk

erk
aa
Aug 6, 2016
410
hey whats up guys, its me erk again with another update to that really cold map moroz.

Just gonna shove this in before the deadline real quick but I'll keep working on it for now.

Changes:

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+Textured a bunch of stuff, redid a lot of brushwork

+Added some better lights, fixed some issues with lights not lining up right.

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+Added a light over here to show the health better, and added a few minute details to the wooden barriers.

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+Added some snow

+Added some signs

+Added a few more lights and brushwork

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+added some minor details like icicles to spawns

+redid some lighting

+added a few props.

+fixed some textures not working right for some reason

+added some more lights focused on the ray gun

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+Added some better rocks, and a few props.

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+ Added a lot of brushwork to the main lift.

+Added stairs, blockbulleted as well.

+ added icicles

+added other props

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+added a light that showed whichever team owned the point, I think it looks nice dont tell anyone that I jury rigged the logic from a diff map

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+Added a new route to mid (I might have already noted this)


Yeah, I think thats it for now.

Read the rest of this update entry...
 

Billo

aa
Feb 8, 2016
888
i think you shouldnt hurry so much to import the map to beta 1.
you need to polish the map more and make appropriate changes so it plays better.
scale is the number one problem i see this map having and you should make the map smaller instead of wanting to detail it as for now.
also one last thing i think the map is kinda dark. some more lighting may help.
i hope i helped you and good luck with your map.