KotH Twincreek

Discussion in 'Map Factory' started by MetalKev, Jun 20, 2012.

  1. MetalKev

    MetalKev L2: Junior Member

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    Timbercreek

    In the ghost town of Timber Creek, somewhere near Thunder Mountain, RED and BLU decide to fight each other yet again.

    My entry in the STAR koth contest, which will eventually end up aesthetically resembling a broken down version of sawmill / thundermountain.
     
    Last edited: Jun 25, 2012
  2. MetalKev

    MetalKev L2: Junior Member

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    While working on a1 I realized the layout might lend itself better to something besides a toxic waste dump, and I saw that a couple people are doing a nuclear themed map, so I changed the my entries name. The a1 version is about 80% done. Hopefully its at least good enough that I won't have to scrap the whole thing after testing.
     
  3. MetalKev

    MetalKev L2: Junior Member

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    So a1 isn't quite done yet, (I still need to add entities, itempacks, proper lighting, make a proper skybox etc...) but I got the layout for a1 pretty close to done and felt like posting some WiP shots.

    Overhead view of the point
    [​IMG]

    View from the main entrance to the point area
    [​IMG]

    Player's Eye view from the point
    [​IMG]

    One of the routes away from the point to the enemy highground.
    [​IMG]

    Flanking route to enemy highground.
    [​IMG]

    I do love talking to myself.
     
  4. Sergis

    aa Sergis L666: ])oo]v[

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    textured shaded motherhugger
     
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  5. MetalKev

    MetalKev L2: Junior Member

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    I don't follow what you're saying sorry. If you're making a comment that it looks like ass, then yeah I know. Its basically one step above an orange map at this point. That'll be fixed before I release it for download, just working on layouts now.

    EDIT: Derp. I follow now.
     
    Last edited: Jun 23, 2012
  6. Sergis

    aa Sergis L666: ])oo]v[

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    sorry, forgot a comma

    here:

    textured shaded, motherhugger
     
  7. Pocket

    aa Pocket func_croc

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    Those are actually in-game screenshots, with fullbright on. You can tell from the skybox being an actual skybox.
     
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  8. MetalKev

    MetalKev L2: Junior Member

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    Eeyup steve called it. Usually I run a map with fullbright on just to look around the layout from a players perspective and make sure I haven't missed anything obvious before moving on.
    Perhaps this is a terrible habit for mappers, I don't know. :unsure:
     
  9. Micnax

    aa Micnax I maek map

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    It's perfectly fine, just as long as you have lights by the time you release it :D

    I like the use of the big concrete pipe too.
     
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  10. Bloodhound

    Bloodhound L6: Sharp Member

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    Well, I don't think so.
    It takes 1 minute of copying the entities out of the Environment Gallery. You can't really tell where a corner ends and stuff, so it's still better to do this.
     
  11. MetalKev

    MetalKev L2: Junior Member

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    The pipe originally came from when the map was a toxic waste dump. I liked it too much to cut it when the location changed.
     
  12. Pocket

    aa Pocket func_croc

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    That pipe doesn't work very well as a general-purpose model, actually; since it was designed for a map where it's barely seen from the outside at all, they designed its low-poly LOD versions to trigger at a much shorter distance than other props. You'll probably want to find something else to put there.
     
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    Last edited: Jun 24, 2012
  13. MetalKev

    MetalKev L2: Junior Member

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    [​IMG]
     
  14. MetalKev

    MetalKev L2: Junior Member

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    Okay, I added a download link and added some new screen shots of the same areas as before now that I've gotten it to an a1 release. I'd appreciate any feedback, I'll try to get this tested as soon as possible.
     
  15. MetalKev

    MetalKev L2: Junior Member

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    I'm gonna bump this for anybody who wants to give more feedback from the a1 test this gameday. Mostly if anyone wants to say any positives worth keeping that'll probably be more helpful so I know what i can keep and so I can kill the rest with fire.
    Things went better than the first previous maps I worked on and I think I'll keep a few major points from a1 but I still think I gotta start again from scratch. (sigh)

    EDIT: New goal for a2. Have the next iteration not fail by being both overscaled and small, and instead probably fail some other way. I wouldn't've thought it possible before mapping but all three of my tested maps have had that as feedback.
     
    Last edited: Jun 28, 2012