KotH Torimono

Discussion in 'Map Factory' started by MisutoWolf, Nov 11, 2010.

  1. MisutoWolf

    MisutoWolf L2: Junior Member

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    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.)
     
    Last edited: Nov 20, 2010
  2. benhenry96

    benhenry96 L1: Registered

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    I like it!
     
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  3. MisutoWolf

    MisutoWolf L2: Junior Member

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    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.
     
  4. red_flame586

    red_flame586 L7: Fancy Member

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    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)
     
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  5. MisutoWolf

    MisutoWolf L2: Junior Member

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    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.
     
  6. StickZer0

    aa StickZer0 💙💙💃💙💙

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    Hooray Misutowolf finally posted a map!
    :D:D:D:D:D:D:
     
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  7. MisutoWolf

    MisutoWolf L2: Junior Member

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    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.
     
  8. MisutoWolf

    MisutoWolf L2: Junior Member

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    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.
     
  9. combine

    combine L3: Member

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    Nice job. :D :D :)
     
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  10. Prestige

    aa Prestige im not gay anymore

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    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.
     
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  11. red_flame586

    red_flame586 L7: Fancy Member

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    I agree with prestige above, though the point does have to be memorable, just like an oriental building. make sure the indoors is open with lots of entrances and flanking points so it isn't to easy to defend.
     
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  12. MisutoWolf

    MisutoWolf L2: Junior Member

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    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.
     
  13. MisutoWolf

    MisutoWolf L2: Junior Member

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    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.

    [​IMG]
    [​IMG]
     
  14. red_flame586

    red_flame586 L7: Fancy Member

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    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!
     
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  15. MisutoWolf

    MisutoWolf L2: Junior Member

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    Yeah. Layout should be done this weekend. I hope to post something tonight, maybe... and have something playable by the end of the weekend.
     
  16. MisutoWolf

    MisutoWolf L2: Junior Member

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    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:

    [​IMG]
    [​IMG]


    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.

    [​IMG]
     
    Last edited: Nov 15, 2010
  17. red_flame586

    red_flame586 L7: Fancy Member

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    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.
     
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  18. MisutoWolf

    MisutoWolf L2: Junior Member

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    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.
     
  19. Moose

    Moose L6: Sharp Member

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    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.
     
  20. MisutoWolf

    MisutoWolf L2: Junior Member

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    First release bump, with screenshots. GOGOGO.
     
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