KotH splitworld_b15

Discussion in 'Map Factory' started by fall dog, Jun 18, 2011.

  1. fall dog

    fall dog L1: Registered

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    This is my first released map, I'm happy with it and hope you enjoy it.

    It is a king of the hill map in medieval mode.
    please rate and tell me what you think about the map
     
    Last edited: Jun 20, 2011
  2. Fredrik

    Fredrik L6: Sharp Member

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    Kinda hard to tell how the looks, but I guess it's base-cap-base. If so, it's really open, empty and maybe kinda big. Add more stuff in the mid! And spliting textures at mid looks bad and strange.
     
  3. fall dog

    fall dog L1: Registered

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    The reason the map is called split work is because of the split textures and some brush changes it meant to be like that. Also the sound-scape also changes as you cross the map. to reflect the change in scenery.

    Wouldnt adding more detail in the middle clutter the map? It is a medieval mode map and the extra stuff would make it cluttered.
     
  4. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    frankly, your detailing right now is super boring and under-detailed. Pytholos is right, your fusion of the themes are pretty crisp and bad and unexciting. The map looks like a base to flat/open/massive space to the little base area to flat/open/massive space to a base. Very boring and dull, nother looks like a medieval area, nor egyptian area.

    look at maps that are medieval themed and egyptian themed and build like that.
     
  5. Sergis

    aa Sergis L666: ])oo]v[

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    looks very basic, underdetailed and designed without taking TF2 gameplay specifics into account. exactly what a first map that goes straight to beta should be :p

    what I think you should do is:
    1. change the extension to a1. this isnt a finished map, this is a started map :p
    2. use displacements for ground. flat grounds are a sign of the previous millennium.
    3. brighten up the area in the dark screenshot. tf2 players hate darkness.
    4. i cant really tell from the screenshots, but it looks like the shape of the playable area is a box and that screams "look at me im a sign of a beginner mapper". if it is so, make it bit more complex.
    5. add some detail to all your flat walls. trims, pillars, tf2esque little shacks by the walls.
    6. not use fort wall model for the border of playable area. it has a ton of polygons and people with weak computers might not enjoy rendering a lot of those.
    7. have some height variation not only at the point, but in the other areas too to make it more interesting
    8. look into making custom blend textures so your split worlds flow into each other instead of abruptly changing.
    9. since there is fog visible in the play area, the map is probably big and wide. tf2 maps should not be big and wide. especially medieval mode tf2 maps.
    10. dont worry about cluttering the map. the way it is now, you're quite safe from having a clutter.
    11. make a cuter point. the supports and roof are just basic shapes and supports seem to be a bit big for that roof thing.
    12. post an overhead shot.
     
  6. Sergis

    aa Sergis L666: ])oo]v[

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    negative would be "your map sucks go uninstall hammer you nub", which i dont see posted :p what you have received is "the map has _insertproblemhere_ and you could fix it by _insertsolutionhere_". that is constructive criticism that is meant to help you make your map better.