Please don't bother releasing a map in a state like this. We already know exactly how this is going to play. It's just a flat surface in the shape of an L with 2 spawn doors and a point on it. There's been no design work put into it so far.
Look at other King of the Hill maps, in game or custom, as a jumping point and see how they do things.
What ZED is trying to say, is donèt release it in an essentially unplayable state, just because the game mechanics work, doesn't mean it's ready to release. Next time before you release put a few hours work in, add some flank routes, cover, etc. then release.Its going to be alot more that hill is going to be carved out and getting to the koth point is going to be harder to get to with tiers of wood i just released it to see people reactions if anything you helped me move my ass to update it more thx. I know that l shaped maps are dumb First of all this is my first map second of all I was still planing to do some other things to it.
I understand All i can say is thank you because it is my first map Im not going to take it down but im going to get off my ass and work on it and future maps will be in a more plyable stateWhat ZED is trying to say, is donèt release it in an essentially unplayable state, just because the game mechanics work, doesn't mean it's ready to release. Next time before you release put a few hours work in, add some flank routes, cover, etc. then release.
Im not going to take it down but im going to get off my ass and work on it and future maps will be in a more plyable state
NPCs like skeletons need a nav mesh to find their way around your map - without one, they won't move. With your map running, enter nav_generate in the console to create a basic mesh that you can tweak if needed (although a mesh for a map as simple as yours probably doesn't need any editing). Don't forget to pack the nav mesh into your map with VIDE or a similar packing program before you release it.
I think I need to say what others won't. This map, as of right now and it's previous iterations, have been crap. This is nothing against you, or your want to map as I would love you to make maps, test them here, and enjoy doing it, but this map is bad. Everyone's first map is crap. My first map was a laggy, overscaled, barely functioning mess but I learnt from harsh criticism and so I would like to pass that to you.
An open field or an L won't cut it for a layout. The most popular and balanced maps are varied, have routes and paths that snake leading to interesting fights and most importantly lead to strengths and weaknesses for all classes. Your map is a playground for soldiers and snipers, and nothing else. Size is another thing that can be tricky. Scale takes a lot of time and practice to learn and even then the best of us don't get it right a lot of the time, but we fix it and change things before releasing them. Having a 2000x2000 block and saying "go shoot" is not a design, it's laziness. You have to have low areas, high areas, vantage points, doorways, corridors, staircases and all other manners of level design that lead to interesting battles for a map to be good and be both fun and challenging to fight on. Making a map isn't about a land for people to walk about. It's about creating an ecosystem of which all players can use, and manipulate that ecosystem to their playstyle and classes advantage.
What I am trying to say is don't just make a field and complain when people don't want to play on maps that are just fields. Take some time, take inspiration from other maps, look at what makes your favourite maps so fun to play and then design a comprehensive and truly enjoyable map. I hope you can take this feedback and really embrace what I saying.