KotH outland

Discussion in 'Map Factory' started by veng, Jan 5, 2015.

  1. veng

    veng L1: Registered

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    The moon mining colony has uncovered a UFO now we shoot each other.








    Current skybox made by Velvetfistglove
     
    Last edited: Feb 10, 2015
  2. Moonrat

    aa Moonrat The end of an era

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    a LOT of those textures just do not go together at ALL, you might want to use some Dev Textures for this one....
     
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  3. veng

    veng L1: Registered

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    Yeah, I don't have much experience texturing as I hav enever gotten that far into development in amap. I used whichever texture that I could tell apart from others for dev purposes. A lot of the cleaner dev textures made it harder to see details in the geometry. Wood worked out for me for the most part. But yeah all the textures are just stand-ins for now until li cement the theme and clean the map a bit.
     
  4. Shogun

    Shogun L6: Sharp Member

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    As far as I can tell, you are using props way too much. While this isn't always necessarily a bad thing, typically combat in TF2 maps revolves around brush based cover and building, wheres in newer games like Counterstrike Props are used. Take a look at your mid in the screenshots, tons of the stuff around it are all props, even the roof to that small building which could be made a single brush by simply using the clipping tool.

    The point itself looks really, really cramped too with the two sniper fences around it. How many units wide is the brush the point sits on?
     
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  5. veng

    veng L1: Registered

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    Thanks for the advice, here I put together a jpeg of the units on the point with doors and flanks.

    http://postimg.org/image/bba49n47h/full/

    Yeah the point is pretty small. The rooftop of that prop's collision box was made by the clipping tool, though and I could get rid of the prop if necessary. What would you recommend I do with the point? make it larger and extend the capture area into the center of the map?
     
  6. veng

    veng L1: Registered

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    Alright. I changed everything over to dev textures. Good call.
     
  7. veng

    veng L1: Registered

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    Changelog a18:
    Made a (final?) 3d skybox
    added a starcase to point on each side
    moved exits
    made it slightly easier to navigate the underground
    made it less bright
    increased space near point
    tons of props and small details around the map
    redid windows on sniperbuilding
     
  8. veng

    veng L1: Registered

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    Changelog a20:
    Remade all of red spawn and blue spawn
    remade building out side of spawn
    added space to the point