KotH Overflow

Discussion in 'Map Factory' started by shadowslasher11, Jul 27, 2015.

  1. shadowslasher11

    aa shadowslasher11

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    The map is a new twist on an older map of mine called arena_outflow, I decided I'd revive the project, but put an entirely new twist on the map by making it larger, less dreary, and more space to run around in around mid.
     
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    Last edited: Aug 27, 2015
  2. MaccyF

    aa MaccyF Notoriously Unreliable

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    This looks really good, and i love the way you use dev textures on the big buildings :D
     
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  3. BanjoGin

    BanjoGin L1: Registered

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    Can't wait to imp this one :D
     
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  4. puxorb

    aa puxorb L69: Emoticon

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    awesome, I always enjoyed this as an arena map
     
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  5. Uncuepa

    aa Uncuepa

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    Banjo I just noticed how small your forum presence is. You make up for it in testing time, so keep it up
     
  6. puxorb

    aa puxorb L69: Emoticon

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    I have some feedback for you:

    First off, wow. This map is very pretty. I love that you used the glass texture that everyone stays away from and managed to make it look good at the same time. Bravo.

    Second, not much is clipped on this map. I know this is an alpha but clipping is still super important. Stairs at the current moment can halt movement from jumping or rocket jumping, and the camera bobbing while walking up is annoying.

    Third, I'm not sure everything was packed correctly:
    [​IMG]

    Fourth: [​IMG]

    This is a bad idea. You should try to use less lights, but increase their brightness. You have too many light entities for this room. Delete most and only leave a couple, and increase the brightness by doing this:

    Change the default brightness from [255 255 255 200] to [255 255 255 800]. You can experiment with other values like 500, 600, 700, etc. I would also recommend experimenting with some light_spot entities. (You can also increase their intensity with the same value changes)
     
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  7. shadowslasher11

    aa shadowslasher11

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    If you played overflow and were slightly annoyed with the mid, here's the new mid:

    [​IMG]
    [​IMG]
    [​IMG]

    Other changes are there are now patches underneath the pickups. (Team color for ammo, white for health), a skill jump has been added in two spaces near the point on both sides for heavies, pyros, and other classes.
     
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  8. shadowslasher11

    aa shadowslasher11

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    A2 update is live!

     
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  9. Vel0city

    aa Vel0city func_fish

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    I know it's purely cosmetic, but the current water texture is just ugly. I never understood why Valve made that water texture, seeing how Hydro and Well were two of the official maps that came with TF2 when it was released yet Hydro got an ugly texture (the one you're using) and Well got cubemapped water with refractions. Please use that, or water_2fort_expensive/water_well_expensive which adds real-time reflections.

    I should also add a gameplay related thing: the cliff area looks useless. No health or ammo on it, and the only way to get to it is to either fall down off of the ledge or use the doors. Use the building in the middle as a central staircase to it and add health and/or ammo there so that the cliff path won't look like a narrow path to nothingness. Oh and I have 2 big error signs which means custom content isn't packed. It's the van which has its rear end parked against a big crate.

    EDIT Picture time:

    [​IMG]
    Holy guacamole that sightline. cp_orange_x3 would be proud.

    [​IMG]
    The missing van model.

    [​IMG]
    Areaportal is preventing the doorframe from rendering when the door's closed. On RED's side it's even more noticeable, the areaportal is closing too quickly making the whole hallway invisible while the door's still closing.
     
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    Last edited: Jul 29, 2015
  10. shadowslasher11

    aa shadowslasher11

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    In order of your post.

    1. Water will be changed in later updates, just keeping it simple for now.

    2. Thank you, I will be releasing an a2b tomorrow with this change. I wanted to see if anyone else agreed with me on putting a staircase there.

    3. Sightline is intentional, but I will keep my eye on it.

    4. I hate areaportals...
     
  11. Unh3lpful

    Unh3lpful L2: Junior Member

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    I really like how clear the theme is already, it's very nice.
     
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  12. shadowslasher11

    aa shadowslasher11

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    A2B is live!

     
  13. shadowslasher11

    aa shadowslasher11

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    A3 is live!

     
  14. shadowslasher11

    aa shadowslasher11

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    a3b is live.

     
  15. shadowslasher11

    aa shadowslasher11

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    A4 is now live!

     
  16. shadowslasher11

    aa shadowslasher11

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    Sneak peek at b1's garage areas:
    [​IMG]
    [​IMG]
     
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    Last edited: Aug 10, 2015
  17. shadowslasher11

    aa shadowslasher11

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    Updated to b1!

     
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