KotH River A5

king of the hill map

  1. Poutinator

    Poutinator L1: Registered

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    River - king of the hill map

    This is one of my first map so I would like to have as much feedback I can have to learn how to do good maps.

    I wanted to have a style that look like sawmill and I took inspiration on many map for the shape. I'm not sure about the inside of the buildings, if you have idea to improve it (or if you think I should keep it like it is) I would like to know.

    (English is not my first language so tell me if I do mistakes)

    [​IMG] [​IMG] [​IMG]
     
  2. ades

    ades L4: Comfortable Member

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    it looks good for a first map, although some areas seem quite open and boring. this is far better than my first map
     
  3. Malachite Man

    Malachite Man L6: Sharp Member

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    hmmm the map has a layout that is nifty the water is kinda looking a little funky though:psyduck:
     
  4. Poutinator

    Poutinator L1: Registered

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    Ok I'll try to put something interesting in the "open and boring" areas, I had the same feeling but I don't know what to do about it

    And yeah I don't know how to fix the water ^^'
     
  5. Beef Bucket

    aa Beef Bucket L41: Blessed Member

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  6. CriminalBunny

    aa CriminalBunny Lasers are just deadly rainbows

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    You can try adding some "height variation" here and there. I'd link you a guide to it but i'm on mobile and it's hard as hell to select and do things. Also, Crash uploaded a video tutorial on making koth maps. You really should check it out as you're barely starting :) (he talks a bit about height variation too if i remember)
     
  7. Poutinator

    Poutinator L1: Registered

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    It work! :) Thanks you

    I know about his tutorial, it's how I learned mapping ^^

    And I'll try to add some height variation,I have somme ideas that I will add on the next version.
     
  8. Poutinator

    Poutinator L1: Registered

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    I tryed to improve height variation by adding a small building and addin a roof over the deck. I did other small change too.

    -cubemap fixed
    -add clip ramps I forgot on some stairs
    -added a roof on the deck
    -added a little building near the saw building
    -added walls in the saw building to break a huge sightlinezdw
    -changed the roof of the saw building
    -added small ammo pack and healthkit on the point roof

    Read the rest of this update entry...
     
  9. Poutinator

    Poutinator L1: Registered

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    • added a healtkit and an ammo pack I forgaot to put on blu side
    • changed the wooden path around the cliff for a rocky edge. I think it look more natural and less weird that way
    • changed the roof of the saw building and added stairs to make it more accessible

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

    ErickShock L1: Registered

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    Here comes a full of images post.

    Man, your map has a very interesting idea. It's very cool to see how you wanted to create some height variation. However, that variation is rather extreme. There are some areas highly overscaled and boring. I'll show them to you - and other issues too.

    [​IMG]
    Why is there so much open space? There's no need for that.

    [​IMG]
    This wooden platform also is very overscaled. And please, consider removing that short wall. It only blocks player movement (no one likes to keep jump over it).

    Now, other issues: some areas of your map are overly bright and others are super dark. Pay attention to how TF2 is somehow "brighter" than other Valve's games, but at least make it balanced.

    [​IMG]

    [​IMG]
    Never, never, never make the point this dark. Keep it bright, so players' attention turn to the point.

    [​IMG]

    [​IMG]

    [​IMG]
    The so bright areas aren't right now a problem, I just did put them here to contrast. Make your lighting even!

    And, why are here those health and ammo kits? It's only accessible to jumping classes, and I don't advise you make only few classes having privileges. Oh, and that route over the rocky cliff to the left is also a bit overscaled.

    [​IMG]

    Oh, those huge fences you made out of chicken wire are not needed. Just change 'em to some fence props TF2 has. Those out of bounds areas shouldn't catch the player's attention anyway, so those props and some clip brushes would be just enough.

    [​IMG]

    [​IMG]

    Anyway, please read this guide. It shows perfectly how scaling in TF2 universe is. Keep forward. There's still a lot to improve! =)
     
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  11. Poutinator

    Poutinator L1: Registered

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    Thank you for your feedback :)

    I'll try to fill the open space near the spawn. Maybe I could add some props or change the fence in a way that will make this area smaller.

    I will also shrink the wooden platform and lower the road on the cliff.

    For the next version I will try to put more height variations on the ground itself instead of adding buildings and area that can only be accesses by jumping class.
     
  12. Poutinator

    Poutinator L1: Registered

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    I hope I fixed a lot of issues in this version. I realy like to see my first map comming to life :).

    -raised a big part of the ground and the base
    -shrinked the wooden platform
    -lowered the path on the cliff a lot
    -I made displacements
    -removed the ammo and healtkit on the roof of the point
    -added stairs where needed
    -added props and a building part the define the and of the map
    -and probably other small details I forgot
    -the capture zone is now bigger

    For the next version, I want to find something to make the route that goes around the base more interesting.

    So tell me what you think about it, I hope you like it.

    Read the rest of this update entry...
     
  13. Poutinator

    Poutinator L1: Registered

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  14. Poutinator

    Poutinator L1: Registered

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    I dont realy know what I should change next. I think I have to try the map but I'm not sure, is there any very obvious mistakes I should correct before trying it on a gameday?
     
  15. Poutinator

    Poutinator L1: Registered

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    With the gameday I learned that the overscaling of my map was worst that what I thought and not where I was trying to fix it. I will try to fix it the better I can.

    I also have an other map project I started. I will use everyting I learned by making this map and by looking at other maps an tutorials. I am realy motivated and I'm sure I will make a good map one day :)
     
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