KotH stockhouse

Discussion in 'Map Factory' started by spudboy, Feb 11, 2015.

  1. spudboy

    spudboy L1: Registered

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    6
    My first map. RED and BLU are fighting for control of a Mann Co. stockhouse full of VALUABLE WEAPONRY. Obviously the textures are very WIP but that's what happens in an alpha.

    (Screenshots are currently somewhat out of date.)
     
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    Last edited: Aug 11, 2015
  2. HQDefault

    HQDefault L12: Fabulous Member

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    This is legitimately a good map.

    That is always an amazing sign for your first map!

    ...

    That street has no sidewalk...
    0/10
     
  3. Kraken

    Kraken Few more zeros and ones for the site to proccess

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    Your first map?
    Honestly look better than my 4th.
     
  4. spudboy

    spudboy L1: Registered

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    Updated to A2:
    -Lowered second level
    -Lowered ceiling
    -Made some walls thinner
    -Improved lighting
    -Made crate route to 2nd level usable by classes other than Scout
    -Added windows to control point
    -Changed some textures and model skins on each side to make team recognition easier
    -Increased size of spawn room doors
    -Added railings to catwalks
    -Made catwalks transparent
     
  5. iiboharz

    aa iiboharz Meme Queen

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    please just tell me this means you made it a grate texture and not like glass or something
     
  6. spudboy

    spudboy L1: Registered

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    Yeah, grate texture. Glass would just look weird.
     
  7. spudboy

    spudboy L1: Registered

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    I kinda lost interest in TF2 for a while, but with Gunmettle and looking at all the 72 hour maps people have made I'm suddenly getting back into it, so here's a little update after looking over the one playtest I've gotten.

    Updated to A3:
    Totally reworked the spawn rooms.
    Removed some of the catwalks.
    Added some props inside.
    Changed small ammo packs to medium.
     
  8. spudboy

    spudboy L1: Registered

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    Updated to A4:
    Changed many props into brushwork.
    Changed sky to daytime.
    Lowered outer brick wall.
    Added an extra route to the 2nd level.
     
  9. spudboy

    spudboy L1: Registered

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    The playtest today was pretty negative and the layout needed some serious changes, so this is the biggest update I've pushed out yet.

    Updated to A5:
    Moved control point to the second level.
    Moved large health and ammo to the first level.
    Opened up the room in the center a bit.
    Removed streets on each side.
    Replaced catwalks with a more substantial 2nd level.
    Removed health and ammo at the base of the ramp.
    Added a clip above spawn rooms.
    Removed main ceiling.
     
  10. spudboy

    spudboy L1: Registered

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    Updated to A6:
    Added glass in the cover barriers on the high ground.
    Made the 2nd level house smaller.
    Replaced the random-looking block brushes with a gazebo-like structure.
    Removed the large walls near spawn.
    Added some cliffs on each side.
    Moved spawn rooms to the top of said cliffs.