KotH Station

Quintinity

L1: Registered
Apr 2, 2012
30
6
So, after some feedback and testing and common sense, I've found that this map is still to small. I'm moving the spawn room back, to increase the distance from spawn to control point. Plus, I might add some more side passages, for spies and such.
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
801
1,845
I took a look at your map:

It's very nice, but there are a few things you should fix.


Seam these Gaps:
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The rock here looks strange. I would just use a regular wall texture.

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Some other visual stuff:

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This railing here is clipping through this crate:
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The main part of this platform isn't there. Everytime I go this way I fall through.

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The way this CP is help up looks strange. How could 4 thin metal walkways hold this weight up? I would put a round base underneath the CP.

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This sign is the wrong color:

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From here it seems most of the map is covered by the skybox. This is not necessary. The map will run faster and be better optimized if the skybox only covers up the parts the player will see. For other places that need to be sealed up but the player can't see, use nodraw.

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Finally, (this is not detail related), I drew up a little sketch demonstrating how you can make your map's scale a little better. I would create another area right after you exit spawn. Right now you walk out of spawn, go a few yards, and you will see the CP... This isn't good. You should try out something like this:

Overview%20Sation.png



This map looks pretty nice, and I can't wait to play it soon.

Hope this helps!
 

Quintinity

L1: Registered
Apr 2, 2012
30
6
Wow, that is some great feedback! It seems like the map download is outdated, I fixed a lot of those cracks in the wall. I've already moved the spawn back and I'm working on the new area. Thanks you!

EDIT: you can play the latest version of the map on my server: 142.166.189.180:27015

EDIT EDIT: now, to steal some ideas from Nucleus...
 
Last edited:

Quintinity

L1: Registered
Apr 2, 2012
30
6
Ok, progress update on map expansion.

I've moved the spawn back.
2012-07-02_00002.jpg


And added another dome for the heck of it.
2012-07-02_00003.jpg
 

Quintinity

L1: Registered
Apr 2, 2012
30
6
NO!!!!!

Seriously, nucleus has some incredibly terrible design flaws, it's fun for messing around but really isn't a good inspiration point at all for a KOTH map.

By steal ideas, I was looking at the Nucleus's spawn rooms. Or are they too flawed?
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
The death pit around the CP was not popular. For me personally I had trouble realizing there wasn't a floor in places due to the wall texture. Each time I capped the point I immediately walked off it into the pit, generally with an expletive word attached. If you really want a pit there, I would at least switch it so the larger areas are covered and the smaller spaces are open. And it needs to be really clear there is no floor there.

Aside from that, the map was pretty small and, everyone felt it.
 

DNeon

L1: Registered
Jun 28, 2012
3
0
By steal ideas, I was looking at the Nucleus's spawn rooms. Or are they too flawed?

Side passage only ever used in cases of spawn camping, bottom passage out of the way and therefore tends to receive the same treatment. Basically, everything the player wants is achieved by the main door, unless it's spawn-camped.