Implicit

KotH Sink a12

spadler097

L1: Registered
May 21, 2012
20
2
Implicit

A rather big KOTH map where the control point is located on top of a vertical mine shaft elevator.

As this is my very first map release to public, any comments and suggestions are welcome, and I would like to know what's wrong with the map.
 
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evanonline

L420: High Member
Mar 15, 2009
485
273
Just an immediate comment from the screenshots: disable shadows on the train tracks so that way they won't cast those ugly black patches underneath. Also kinda looks like the spawn rooms are a bit big.

But the layout looks pretty neat and I'm interested in trying it!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
Your sunlight is green. Unless this is meant to be taking place in the world of Fallout, I'd suggest changing it.
 

spadler097

L1: Registered
May 21, 2012
20
2
changes in a3
- changed map layout:
. made the map a bit narrower
. modified layout of spawn area
. made the lower room smaller
- players can now fall into the crevices in mid
- added more health/ammo and signs
- fixed some cliping and lighting issues
- added some props
- added HDR lighting

I'm still thinking if I should keep the lower room. It was intended for a route to go behind the enemy and for damaged player to retreat from. Any suggestions would be appreciated. :)
 
Sep 19, 2010
476
500
We played your map awhile back and I've been meaning to do this but forgot. I just ran through your map real quick to refresh my memory on some things. I have a few suggestions, but I want you to remember this is just my opinion. And I'm not very good at drawing in a 3D space, so you'll have to bear with me :p

So while playing your map I felt there needed to be a route going through this building. Your map is similar to Viaduct in the way you have to go through the middle to get to the other side (unless you want to take the route underneath, which I'll touch on later). Here are two ways you could go about this:
2014-01-03_00002ex1.jpg

2014-01-03_00002ex2.jpg


Another problem I ran into was this displacement. I suggest you playerclip it something similar to this so players can walk smoothly on it.
2014-01-03_00004.jpg


You have this crazy height advantage in this next screenshot I feel needs some fixing. A soldier or demoman can get up there and rain down projectiles on the point without any way to really punish them. They're able to drop right off the edge onto that medium health pack and then jump back up there. I suggest maybe adding something up there opponents can get some splash damage off of.
2014-01-03_00006.jpg


The last screenshot I have is one of the spawn exits. I'm not a big fan of dropping off of something and being unable to get back into spawn. Please figure out a way to utilize both doors.
2014-01-03_00005.jpg


And to wrap up this post I'm going to briefly touch on the route going underneath the map. It feels really disconnected from the rest of the map. The only reason you ever take the right route is to use that tunnel. You have medium health packs placed right outside the entrance, so I don't see much point of having the large health in the bottom. Adding a path through the building in the first 2 screenshots might help with this problem.

Hope you'll take everything I've said into consideration. Once again, it's all just my opinion and I am by no means an expert. It's your map, so it's ultimately going to come down to what you want to do. I look forward to seeing it in an upcoming gameday though :) Best of luck!
 
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spadler097

L1: Registered
May 21, 2012
20
2
i just found that i have to change my map name...

current name: Implicit (hopefully it hadn't been used ^^)

changes in a4b:
- changed the map layout:
. changed spawn layout and spawn area a bit
. the route to the tunnel are blocked and map is now bit more narrower
- added a route through the building on both sides of mid
- cut some large slightlines
- improved lightings
- players can now no longer fall into the crevices in mid
- raised skybox height
- fixed HDR lighting

now i want to know if the spawn area is too small :3