KotH Torimono

MisutoWolf

L2: Junior Member
Jul 8, 2009
52
1
This is an oriental-themed KOTH map, my first real project ever realized as far as level design goes. More info will be available as it's thought up (backstory, etc.)
 
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MisutoWolf

L2: Junior Member
Jul 8, 2009
52
1
Yeah, I need to work on the lighting obviously, but this was simply a geometry test to see what people thought regarding the mid point, I figured after I had that established I'd start sketching out the rest of the map, but since obviously every KOTH cap point has some sort of structure going on, I figured I'd go ahead and do it.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Looks quite nice, work on the rest of the map before you get to in-depth but it looks good anyway. especially for a first map. (you might want to ensure there is multiple entrances into the point, maybe some route going along the side and up the top)
 

MisutoWolf

L2: Junior Member
Jul 8, 2009
52
1
Right. I plan on doing the layout for the rest of the map probably today or tomorrow. I just did this part and threw it in a skybox so I could get back into the groove (tm) of mapping, since I haven't even touched hammer in almost 7 months, I think. Anyway, yeah. I need to work on the layout today for the rest of the map and get working, and change the lighting up some.

Thanks.
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
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Hooray Misutowolf finally posted a map!
:D:D:D:D:D:D:
 

MisutoWolf

L2: Junior Member
Jul 8, 2009
52
1
Hell yeah, I did. I just need to work on the layout today. I should maybe have something to post by the end of the night, depending on what goes on today. SKETCHBOOK AHOY.
 

MisutoWolf

L2: Junior Member
Jul 8, 2009
52
1
I would also like to point out that this map's going to be oriental themed, for anyone checking it out. It will hopefully be more obvious later on in the development cycle, especially when I start detailing, but... yeah. That's just something to be kept in mind.
 

combine

L3: Member
Apr 21, 2010
106
9
Nice job. :D :D :)
 
Mar 23, 2010
1,874
1,699
im really not a fan of CP's being indoor in koth maps. feels like the people standing on the point defending/capturing get too much cover as well as sentries.
 

MisutoWolf

L2: Junior Member
Jul 8, 2009
52
1
Yeah, I may open up the sides some also, I'll figure something out. I'm just now getting started with a layout for the rest of the thing. Not sure how I want to go about opening it up, really. Any suggestions? I could just open the side walls, I suppose, but then I'm not sure what I'd do with the side railing things.

I think I may have an idea of how to make the bottom more open, though. Hmmmm.

I do want to leave the majority of the geometry the way it is (though the roofing will be more detailed, and curved out, oriental stype (using displacements) to make it more memorable.
 

MisutoWolf

L2: Junior Member
Jul 8, 2009
52
1
Posted two new screenshots of the current configuration of this area, changed from the old area. I still need to optimize everything, this was just a geometry test, as before.

midtest1.jpg

midtest2.jpg
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
In regards to the openness, a path which goes from the top to a side building would ensure that yes, demomen and soldiers can jump up quickly, but other classes can also get up and flank from above.

Anyway, the doors in the side look like they'll help, so stop listening to us and make the rest of the map!
 

MisutoWolf

L2: Junior Member
Jul 8, 2009
52
1
Yeah. Layout should be done this weekend. I hope to post something tonight, maybe... and have something playable by the end of the weekend.
 

MisutoWolf

L2: Junior Member
Jul 8, 2009
52
1
I decided to reconstruct the mid structure, as it was way too enclosed, negating use of several classes (scout, spy, soldier, etc.). Now the point is under a pagoda-looking structure, and there are crossbeams above the CP to give "vertical" classes some use, but windows to keep them balanced, so the're not invulnerable! Pics:

tori_mid1.jpg

tori_mid2.jpg



Also, the ayout finished for the map, pic below. I hope to start brushwork this evening, hope to have it playable within a week or so. Whee.

TorimonoLayout_v1.jpg
 
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red_flame586

L420: High Member
Apr 19, 2009
437
122
I really preferred the old building actually, unlike arena, koth maps should be more enclosed and covered when it comes to the control point because people actually have to defend it, don't give it up without proper testing. Anyway, your layout looks quite large for a koth, though it is a bit hard to get some good scale, the sightlines and openess look quite good, maybe a bit tight around the point (why a slightly smaller enclosed point would work a bit better here.) Also you probably need at least one flanking route going around the side of the map

Other than that, looks great. can't wait to play it.
 

MisutoWolf

L2: Junior Member
Jul 8, 2009
52
1
Yeah. I dunno really what to do about the building.

I kept the old one in a spare VMF just in case I want to switch it out.

Just finished the brushwork for the "ground level", so we'll see what happens gameplay wise. Now I get to do all the walls and god knows what else, and try to get an alpha done within the next week or two. Not really sure where to tack in a flanking route, but I do know what you mean.

I'll figure that out next, after I get an alpha out, to see where best to incorporate it.
 

Moose

L6: Sharp Member
Nov 4, 2009
312
616
I really preferred the old building actually, unlike arena, koth maps should be more enclosed and covered when it comes to the control point because people actually have to defend it, don't give it up without proper testing. Anyway, your layout looks quite large for a koth, though it is a bit hard to get some good scale, the sightlines and openess look quite good, maybe a bit tight around the point (why a slightly smaller enclosed point would work a bit better here.) Also you probably need at least one flanking route going around the side of the map

Other than that, looks great. can't wait to play it.

I think you got it mixed up. Koth should be open so that the point isn't too easy to defend, and for arena it really doesn't matter much since the point isn't the main objective.

That said, I did sort of like the old building. It looked better, and even if it was a bit too enclosed in my opinion, it didn't feel so huge and boring. Also, if I were you, I would widen the ramps leading into the building.