KotH Ridgetop a21

It's not King Of The Hill anymore, It's King Of The Mountain.

  1. JudgeJamesC

    JudgeJamesC The Man of Many Updates

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    Ridgetop - A koth map with a tunnel beneath the point.

    This map evolved from some old designs I drew a couple years ago. It features a tunnel under the control point as a flank route. This is the first map I've made after taking a break from mapping in general for over a year.
     
  2. The Smk

    The Smk L3: Member

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    i am only judging from the screenshots but it looks like it is fullbright
     
  3. JudgeJamesC

    JudgeJamesC The Man of Many Updates

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    I want to be sure the map plays well before I mess with lights.
     
  4. Vel0city

    aa Vel0city func_fish

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    You HAVE to put in lighting. Like, any lighting at all. Otherwise your map can't be tested. Fullbright maps break the server, so we're not testing them. Put a light_environment in that matches your skybox, then place some ordinary light entities in hallways and spawn, as well as inside buildings.

    And it also seems like you didn't use a TF2 skybox. Pick one here, alongside the lighting settings for your light_environment: https://developer.valvesoftware.com/wiki/Team_Fortress_2_Sky_List
     
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  5. JudgeJamesC

    JudgeJamesC The Man of Many Updates

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  6. JudgeJamesC

    JudgeJamesC The Man of Many Updates

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  7. ExtraCheesyPie

    ExtraCheesyPie L7: Fancy Member

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    Whats the mod? Do tell, i think it looks really cool
     
  8. JudgeJamesC

    JudgeJamesC The Man of Many Updates

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  9. JudgeJamesC

    JudgeJamesC The Man of Many Updates

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    -Made the spawn rooms a smaller.

    -Added changed medium health packs around point to small.

    -Added medium health pack under point.

    -Made the windows around point easier to get into.

    -removed collision on floor lights
    -Raised ceiling of buildings surrounding the point.

    -Changed grass texture to a TF2 Texture.

    -Added a couple of walls to the raised area around the point.

    -Spawn rooms now only have one re-supply cabinet.

    Read the rest of this update entry...
     
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  10. JudgeJamesC

    JudgeJamesC The Man of Many Updates

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  11. Mr. Chillington

    Mr. Chillington L1: Registered

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    The light in the spawn room os so much better!
     
  12. Mr. Chillington

    Mr. Chillington L1: Registered

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    [​IMG]
    So i feel like that space is not really doing much so maybe finding a way to use it for something?
    [​IMG]
    so maybe something like a stack of boxes so someone like a spy could jump up and over and maybe even make it to a window.
    [​IMG]
    maybe add a smaller box so you can climb on the boxes and jump to the ramp might be useful for getting away from someone chancing you
    also could lead to interesting backstabs.
    [​IMG]
    something needs to be done about this space but im not sure what.
     
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  13. Mr. Chillington

    Mr. Chillington L1: Registered

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    otherwise the overall flow feels good but will need to play with other people.
     
  14. JudgeJamesC

    JudgeJamesC The Man of Many Updates

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    Made a few small changes as suggested by a friend of mine.

    -Removed unused areas left of the spawns.
    Before

    After


    -Moved some boxes.
    Before

    After


    -Added a pile of planks nest to the walls near the point.
    Before

    After


    Read the rest of this update entry...
     
  15. RataDeOrdenador

    RataDeOrdenador L5: Dapper Member

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    Consider uploading your map to the Impromptu on the Steam Group chat,or in the Game days (if you haven't.) You'll get WAY and better feedback than ever,with coordinates of where things are happening,and even a demo to play and watch how good/bad/something the map was.
     
  16. JudgeJamesC

    JudgeJamesC The Man of Many Updates

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    I've already done that.
     
  17. JudgeJamesC

    JudgeJamesC The Man of Many Updates

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    Added a truck in front of the main spawn door to block a sightline directly into the spawn rooms.


    Added arrows in courtyards in from of the spawnrooms to show all possible routes.


    Added a medium health kit and medium ammo pack in the center tunnel between second courtyard and point area.


    Expanded the Sniper deck buildings so they aren't so narrow.


    Made the area around the control point larger.


    Raised the ceiling on the middle and right routes from spawn to the second courtyard.


    Read the rest of this update entry...
     
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  18. JudgeJamesC

    JudgeJamesC The Man of Many Updates

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    -changed skybox texture to sky_alpinestorm_01
    -changed some of the walls around the contol point
    -added lights to the control point



    -removed the long platforms to the sniper deck.



    -added a small health pack at ends the ends of tunnels at the point.



    -changed the displacement to a ground/snow blend texture.



    -changed the height variation on the left route from spawn.



    Read the rest of this update entry...
     
  19. JudgeJamesC

    JudgeJamesC The Man of Many Updates

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  20. The Smk

    The Smk L3: Member

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    Ok so i looked at it ingame first of the snow texture loooks a bit to bright (maybe tone it down a bit)

    20160822230515_1.jpg
    A Engineer can build ontop of the house which itself isnt a problem but when a sniper teleports up here the enemy team has bascically lsot (if the sniper is good) becuase he has an op sightline

    20160822230104_1.jpg
    you forgot a ramp here which makes it possible to go under the map.
     
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