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  1. YOYOYO

    YOYOYO L6: Sharp Member

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    Skyline a5 - City vs farm King Of The Hil

    This is an a5 of a koth map. Blu City people vs Red farmers. YAY! (I did dev texture this time) Report anything wrong in commets.
     
  2. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    Map is very flat and open from the screenshots. Add more height variation and cover. Adding buildings could partially fix both of these problems at the same time.
     
  3. YOYOYO

    YOYOYO L6: Sharp Member

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    OK
     
  4. YOYOYO

    YOYOYO L6: Sharp Member

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    which side would you say needs more cover?
     
  5. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    From the screenshots, both. I can't download and play the map because I'm on a trip and I don't have my computer.
     
    • Agree Agree x 1
  6. YOYOYO

    YOYOYO L6: Sharp Member

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    ok, cool

    I've already added a new red team sniper tower
     

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  7. YOYOYO

    YOYOYO L6: Sharp Member

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    This was more of a detail update. The ramp finally works, the train looks cleaner, and I gave more cover(crates, lots and lots of crates) also RED HAS A SNIPER RANGE!

    Read the rest of this update entry...
     
  8. Necrσ

    aa Necrσ

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    Just a heads up, usually koth maps are symmetrical so that both teams have equal cover, sightlines etc, this makes the map far easier to balance than an asymmetrical design.
     
    • Agree Agree x 1
  9. AsG_Alligator

    aa AsG_Alligator trigger_hiss

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    Also, there already is a map called skyline.
     
  10. YOYOYO

    YOYOYO L6: Sharp Member

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    oh, sorry 'bout that

    ima find a new name
     
  11. YOYOYO

    YOYOYO L6: Sharp Member

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    I've changed the name of the map due to copyright, and a bunch of other things. The only thing I can remember is that every time a bot gets hit with a train, I laugh. Also tell me why you think I named the map protest (hint, its a farmers vs city map, also look at my horribly made skybox.

    Read the rest of this update entry...
     
  12. Da Spud Lord

    aa Da Spud Lord L0: Crappy Member

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    Copyright isn't the issue. The issue is someone who has the original map joining a server running your map, and being unable to join because the map they have is different from the one the server is running. It's the same reason you need to upload each new version of your map with a unique version string.
     
  13. YOYOYO

    YOYOYO L6: Sharp Member

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    its not really an issue with the mechanics, its more I don't want to get on anybody's bad side. Plus I'm fine with finding a new name.
     
  14. YOYOYO

    YOYOYO L6: Sharp Member

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    WHO THINKS I SHOULD GO INTO BETA?

    sorry caps
     
  15. AsG_Alligator

    aa AsG_Alligator trigger_hiss

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    Dont, get the map fleshed out in alpha first.
     
    • Agree Agree x 3
  16. YOYOYO

    YOYOYO L6: Sharp Member

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    what do you mean by that?
     
  17. iiboharz

    aa iiboharz Meme Queen

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    Actually get your map to a decent playable state before moving to beta.
     
  18. YOYOYO

    YOYOYO L6: Sharp Member

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    sure, but I'd like it if someone gave something they would like me to: add, change, remove, etc..
     
  19. iiboharz

    aa iiboharz Meme Queen

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    Making maps is more than just adding/removing things. Maps are effectively living breathing spaces and you need to design them in a way that makes sense in real world space and in the context of the game. You can't really just have a big huge box with things in it. The map needs to have real form and flow.
     
    • Agree Agree x 1
  20. Micnax

    aa Micnax I maek map

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    Look at official maps and see how they're designed much like real spaces. Factories, shacks, barns - all buildings with height variations and cover around natural environments that provide the same. Your map is primarily a flat square with some basic buildings. It's a great start, but it's more of a practice run than something you'd want to release to the world (of course, we've all started out the same way, myself included!)

    You could likely scale the map down by a factor of 2, and add more buildings made of brushes around the area to create interesting geometry with varying height levels that'd be fun to play on. Your control point definitely needs some cover and possibly height variation too so that players find it fun to attack/defend it (no-one likes being killed by a sniper from across the map after capping!).

    A few guides that might help and give some ideas:
    https://tf2maps.net/threads/guide-scale-and-your-map.12605/
    https://tf2maps.net/threads/guide-balance-layout-and-your-a-d-map.10518/
    https://tf2maps.net/threads/guide-objectives-and-your-map.14594/

    Hope that helps! And of course, test your map on the TF2Maps servers. Everyone here is willing to help refine and improve your map.
     
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