KotH Tow

Discussion in 'Map Factory' started by Hexacosichoron, Sep 5, 2013.

  1. Hexacosichoron

    Hexacosichoron L1: Registered

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    Hello! This is my new map, King-of-the-Cart Tow! You may have seen koth_payload on this website earlier, that page was just my way of getting the idea public. This page is the actual map. So, the objective is to hold the cart in your base for five minutes, but the enemy can steal the cart and bring towards their own.

    Known bugs: the cart is quite spazzy for Blue team, as they push backwards along the series of path_tracks. Touching the cart may result in stopping it, and getting your self temporarily slowed. There is little to no indication when a team caps the cart (no cap ding).

    So, I hope you enjoy! Note: I have not tested this map on multiplayer, so I honestly don't know what happened when both teams try to push the cart simultaneously...
     
    Last edited: Sep 30, 2013
  2. Bakscratch

    aa Bakscratch Finisher of Maps

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    Is there a leak or something, It looks very dark.
     
  3. Prestige

    aa Prestige im not gay anymore

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    did you add a light_environment or set its lighting/ambient to anything? also dang those kotpl entities.
     
  4. Hexacosichoron

    Hexacosichoron L1: Registered

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    There is a light environment, i tried my best at lighting and stuff, but i think the brightness on my computer is just a lot higher than everyone else's :/
     
  5. Hexacosichoron

    Hexacosichoron L1: Registered

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    Nevermind, there WAS a leak. turns out I func_detailed the wrong brush. anyways a1a is up now, with the fix and a couple other things.
     
  6. Hexacosichoron

    Hexacosichoron L1: Registered

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    Query: Should I make this map hallowe'en themed and try to sumbit it to valve for this year's hallowe'en update? Or is that just silly and I don't even have enough time...
     
    Last edited: Oct 2, 2013
  7. DonutVikingChap

    DonutVikingChap L5: Dapper Member

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    I think making it halloween themed could be pretty cool. Since the map has a pretty unusual gamemode, an odd theme probably wouldn't hurt it.

    That being said, you will definitely not manage to finish it before the halloween update, the map is still in alpha and it was barely playable the last time I played it. (The game logic was broken and VRAD had failed to compile radiosity) (Do you even have a light_environment yet?)

    I also kinda doubt Valve would accept a map with an unususal gamemode unless it's very well executed and they've planned it beforehand, though you might be able to submit it for next year's halloween if the map gets really good.

    I think this map could turn out to be pretty fun when the gamemode works properly and you've changed the layout a bit. Get it tested a few times to recieve more feedback, read some tutorials on the forums/VDC and fly around the map to think of some clever ways to improve the gamemode and general layout, then experiment a bit to see what will work the best. Good luck!
     
    Last edited: Oct 4, 2013
  8. Hexacosichoron

    Hexacosichoron L1: Registered

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    Well, we had a very MEH gameday, and the main criticism it the lack of game logic. Unfortunately, i really have no freaking clue on what and how to do that. More specifically, people had no idea what to do and I need to add a better HUD.

    Currently, the KOTH clocks are up there and working fine, but there is no indication of a cart, so after red capped it the teams just deathmatched for five minutes. The problem is iv'e never made a payload map before, and I have no idea how I make the cart and its track show up on the HUD.

    I think my problem is that the cart is controlled by two trigger multiples, instead of the usual trigger_capture_areas. However, I still don't get those and how they even push carts. I'm not asking for anyone to do it for me, but I would like and appreciate some help.

    Anywho, i think iv'e abandoned the hallowe'en theme. Iv'e kept it in a visgroup though, so it can come back if you guys really want it to.
     
  9. Hexacosichoron

    Hexacosichoron L1: Registered

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    Well, ive been working on getting the HUD and gamemoding right for the past weeks, and dear god, it is hard. I cant even make a functioning payload map, let alone a bi-directional one. Ive pretty much copied the goldrush one, but i cant make it work.

    Ive even looked at the one in Booj's gametype library and I dont see much different. I cant even get the track HUD to appear, even with several watchers. I think im getting this entirely wrong. I need help. The one thing i havent tested is actually adding proper control points, but im fairly certain that doesnt have anything to do with it, but i fear it might. I have finally realized that I am actually bad at mapping. Why cant it ever be easy... like another art pass contest... uugh.
     
    Last edited: Oct 26, 2013