Skylights

KotH Skylights A5

Smg065

L1: Registered
Mar 25, 2019
19
10
Skylights - The very first public alpha I have made.

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My very first public alpha map! It's only focus right now is being a fun map to play on. I have a in-depth explanation of the map's features and areas that need testing here, but I'd like to give the summary of things that need testing here.

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1: Any feedback is valued. If you don't fit into the other things listed, it could be an issue I don't even know about! Let me know.

2: I'm bad at Scout, Troldier/Soldier, and Sniper. I'm anywhere from meh to great at the rest, but these classes need more testing with people who are good at these classes because I can't accurately speak about how it feels to play them.

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3: I'm worried the map is greatly overscaled. I've never made a proper KOTH map before, so feedback to it's scale and flow is valuable, though it's also very possible that the map is scaled fine, since I don't have anything to compare it to.

4: The only gameplay I've ever had on this map is against bots. Bots throw themselves down the main pathway and only use flanks if they fall. They don't make good test subjects, and I'd really like a test on a server someday, to see how everyone plays overall.

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5: I have no idea how powerful the flanks are. They could be map-breaking, they could have no use whatsoever; I need people to test it out to see if it's worth the time to travel them (the water one in particular worries me).

6: I made the spawn in an effort to make spawn camping as hard as I could possibly make it. Let me know if there are any exploits in/out of spawn, or ways someone could camp everyone in.

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THANK YOU SO MUCH for taking the time to read and/or test this map out! I'm eager to learn about how I can improve, and hope that some of you may be able to point out issues that I haven't been able to notice. I really hope you enjoy! :)
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
670
This looks really cool! I love the amount of height variation shown here, looks like a virtual merc playground :D
I'll give it a go later.

BTW you can add it to the TF2Maps playtest list by joining the Discord server, navigating to the #bot channel and adding it there. You'll get a notification on Discord when it's being/been played, and then you can check the Feedback section of this site to find all player feedback left, as well as a demo of the playtest session!
 

Smg065

L1: Registered
Mar 25, 2019
19
10
That would be really handy. Thank you again, all your help means a lot!
 

Pyrokaliptyk

L1: Registered
Sep 19, 2016
28
1
next time type in to the console: "sv_cheats 1" and "cl_drawhud 0" ,before you take the screenshots of your map
 

Smg065

L1: Registered
Mar 25, 2019
19
10
Hi! So a lot has changed between this version and the second version, mainly focused on addressing the problems the first one had and decluttering the geometry.
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You can even see how much simpler it is from the overhead! Notable changes include;
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A simplified spawnroom, with an upper passage that leads right to the sniper deck.
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The water area being removed and geometry being reworked to be much simpler.
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The underground passage now has a more clear point, and only connects via the bottoms (not via the windowed rooms).
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The windowed room has been opened up significantly, and made to be less of a choking hazard.
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The stairway up now has a cylindrical object to block sniperfire, but also to protect people exiting. Ontop of that, the sightline blocker before the main point has been turned into a ramp to make it easier to push past.

Some other changes include the removal of the strange crates, and the number of crates being significantly lower, the complete removal of water, and a huge pre-building geometrical rework to be simpler and much more to the point; no giant slopes included.

I hope that these improvements make this level more fun for everyone who plays it!

Read the rest of this update entry...
 

Smg065

L1: Registered
Mar 25, 2019
19
10
Say hello to A3. It's an overhaul to make the map smaller, more streamlined, and kill off even more of the unneeded flanks. The geometry is so different that trying to point it out would be hard, so instead have these screencaps.
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Hopefully this will be the one that kills off the previous maps scaling issues.

Read the rest of this update entry...
 

Smg065

L1: Registered
Mar 25, 2019
19
10
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This update not only widened up to try and counteract the WAY too tight point from before, but has a flatter roof and more options to snipe at, shoot down and otherwise attack people on the roof, and less options for people on the roof to spam down onto the point and people mindlessly. Also, testing out more one-way glass, doors, height around the point, and making the windowed room into a side-balcony to see if that encourages people to snipe there.

Steam Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1739690132

Read the rest of this update entry...