KotH Research

Discussion in 'Map Factory' started by SamR, Jul 29, 2012.

  1. SamR

    SamR L1: Registered

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    This is the result of my first foray into hammer edtiting and mapping in general. There is a lot more that is wrong with it than I would like to admit, but this is release focused on the structure and layout of the map, not the technical stuff. I'll take care of that once I figure out what I'm doing. Any constructive criticism (I'm sure everybody could think of something) is more than welcome.

    I haven't figured out what exactly to do with the yard in front of each spawn. It is pretty big as it is, so I might just make it smaller and then add some props here and there.

    I would definitely like to add some kind of low ground/high ground dynamic to the middle area. Yeah it's got crates and buildings, but that really isn't all that special. It also might need to be a little bigger to accomodate a bunch of players.

    I guess that's about all I've got to say. I will definitely work to take this further and make improvements structurally and aethetiscally. The plan is to eventually enter it into STAR's KotH contest. But after that, I don't know. I do want to get it to a point at which I can call it finished and polished. But that won't happen for a while
     
  2. Limeaide

    Limeaide L2: Junior Member

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    Are those HL2 textures? Get them outta there.
     
  3. Sergis

    aa Sergis L666: ])oo]v[

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    looks tolerable for a firstmap

    the point is essentially in a pit tho and if i spam you on point from vents you cant get me quickly enough

    also not a single pickup was seen this day

    and change to devtextures, people like devtextures :p
     
  4. Naryk

    Naryk L1: Registered

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    small setting suggestion

    I imagine the middle area as a roof of a skyscraper.
    Doing this you can modelling the yard in front of each spawn as a hotel's corridor.