KotH Sandpit A3

Simple Koth map

  1. RaVDice | trade.tf

    RaVDice | trade.tf L1: Registered

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    Sandpit - Simple Koth map

    This is the first map i made so it is probably bad
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    pictures
    [​IMG]
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  2. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Looks pretty good for a first map
     
  3. Viperi

    aa Viperi 100% might be snake

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    It's alright, just remember that you use a koth prefix for koth maps, not cp. Might do brief confusion.
     
  4. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    You can't change the category of a map after you've uploaded it. You'll have to add a new download in the koth category and delete this one. Koth is not a symmetrical cp...

    Edit: 'twas fixed
     
    Last edited: Mar 27, 2017
  5. Viperi

    aa Viperi 100% might be snake

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    Well, maybe staff can fix it, without deleting. Pinging @Freyja since she's online.
     
  6. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    I have done so
     
    • Thanks Thanks x 1
  7. RaVDice | trade.tf

    RaVDice | trade.tf L1: Registered

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  8. RaVDice | trade.tf

    RaVDice | trade.tf L1: Registered

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    The Clipping Update (A2)
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    This updates main purpose is clipping as in the title
    other major features include;

    • adding better stairs
    • adding roofing
    • replacing some lights
    • adding more nodraw textures
    Pictures
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    Better stairs
    [​IMG]

    Roofs

    [​IMG]


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

    SmallBiscuit L7: Fancy Member

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    Ima be honest, this is one of the first "first maps" that has genuinely decent height variation... Congrats, you have my seal of approval
     
    • Agree Agree x 1
  10. Pocket

    aa Pocket func_croc

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    Shouldn't they be cut with the grain?
     
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  11. RaVDice | trade.tf

    RaVDice | trade.tf L1: Registered

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    i was going to fix the grain in the next update
     
  12. RaVDice | trade.tf

    RaVDice | trade.tf L1: Registered

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    A small update just to add some roofing.


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    Pictures

    [​IMG]
    [​IMG]
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    Read the rest of this update entry...
     
  13. MaccyF

    aa MaccyF Notoriously Unreliable

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    this is very impressive for a first map, good job! I'll run around a bit later and drop a bit of feedback for you :)

    edit:

    unpacked texture
    [​IMG]

    reform your spawns so players don't immediately have to do a 180° turn
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    the area off to the right side of the spawn is kind of out of the way and nondescript, not to mention a lot longer route to mid. I'd try to change the geometry outside of spawn to make that route more intuitive/ useful.
    [​IMG]

    this staircase is very thin and would be hell to push up with an enemy at the top. I recommend making this more like house in viaduct
    [​IMG]

    this is a very narrow angle, and would be awkward to use and/ or even notice. For now just push the stairwell further into the room so the top landing is squarer. You might have to put a 90° bend to get it to fit
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    would be nice to be able to easily walk off these balconies, also, clip the vertical fenceposts as you get stuck on them very easily at the moment
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    your displacements all have hidden faces enabled, only turn the visible faces into disps
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    as a whole i like mid, but your point building/ cap zone is pretty small so anyone standing on the point will catch a lot of damage. probably annoying to hold because of this
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    more missing textures, remove this barrier
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    this flank is dull and undeveloped at the moment, try to come up with something to make it more interesting. If you want to pander to the koth clichés, chuck a healthkit somewhere over on this side
    [​IMG]

    i like the dual layered mid
    [​IMG]
     
    Last edited: May 8, 2017
  14. RaVDice | trade.tf

    RaVDice | trade.tf L1: Registered

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    how do you disable hidden faces
     
  15. Viperi

    aa Viperi 100% might be snake

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    Use nodraw on them.
     
  16. Crowbar

    aa Crowbar perfektoberfest

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    No. If you have brushes with displacements that have other faces visible, that only means that these faces have been turned to displacements as well, and if nobody sees those, you have to destroy them, and in future never create.
    Do not use nodraw or any other non-rendered texture on a displacement. This will cause VBSP to fail.
     
  17. Pocket

    aa Pocket func_croc

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    Wait, why is that not creating visible black lines where they meet? For that matter, why is the underside of these ones lit?