KotH Upfirm

Georgyboy

L1: Registered
Nov 24, 2010
4
0
Koth_Upfirm is my first map for Team Fortress 2 (my first map ever to be precise).
It is a partial victim of the learning process as you will surely notice.
So, although I have been through detailing (to learn) , the map still needs heavy layout's playtesting.

I am quite concerned about the layout because koth_upfirm is a symmetrical map created on the basis of a voluntary violation of one classical principle of level design: the respawn areas of the two teams are not located at the opposite sides of the map but they are close to each other, albeit they are not directly connected.

By attaching the spawn rooms my idea was to avoid the usual koth division and incentive players of the opposing team to "invade" the opponent's territory.

Will it work? Well, I have no idea..what I am unsure about is the incentive players will have to actually roam around and to surround the opponent instead of rushing straight to the point.

By the way, the map is built around a sort of a symmetric spyral, with the two respawn rooms laying exactly on the center of the map that constitutes also its axis of symmetry.

The map develops vertically, with the capture point located one level above the respawn areas.
Holding the structures that span horizontally will be the real key leading to victory: close to the central structure inside which the CP lays are located two more towers to host sentries, snipers and demomen. The opposite team can reach the enemy lines towards underground tunnels or via accurate enough rocket/sticky jumping.

Feedback, comments and suggestions are more than welcome.
 
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honorum646

L6: Sharp Member
Oct 9, 2009
335
67
I recommend reading through this guide and taking some better screenshots.

Doing so will just help you sell your map even more.

Otherwise; in that first screenshot the grey stripe texture looks out of place when it goes across the upper part of the wall.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Protip: use this to take screenshots, and try to have then cover as much of your map as possible; your current screenshots feel very confined and nondescriptive.

Edit: /me slaps honorum
 

honorum646

L6: Sharp Member
Oct 9, 2009
335
67
Teehee. :D

EDIT: That looks MUCH better. I didn't even realize it was the same map when I saw the screenshots!

EDIT2: In the first screenshot, you also have mis-aligned textures on those hazard stripes.
 
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red_flame586

L420: High Member
Apr 19, 2009
437
122
Good map for your first try, maybe a bit small, but a good job anyway, some very nice propwork there, though some of the brushes look rather large and chunkey.

In regards to layout, you don't want the spawns to be to easy to camp, otherwise players will get rather frustrated and might quit. I'm not quite sure how this will playout though

When your doing a map, you probably don't want to make it all nice and detailed incase you have to change something and you'll have to deleate your hard work.

Anyway, good work, looks nice and enjoy mapping in the future.
 

Georgyboy

L1: Registered
Nov 24, 2010
4
0
Thanks for the precious feedback so far. I am indeed following those advices for my next project.
Most of the problems I had when completing the map were due to me not knowing the principles of optimization and how Hammer computes visual clusters and portals. Hopefully I will be able to avoid those "projecting errors" :)

By the way, I updated the file. Nothing has changed in terms of layout, but I tried to fix visual effects and to fix minor visual bugs. Hopefully this will translate in a more enjoyable experience.


For those who tried the map, did you have any particular problem related with the map's concept? I.e. were you guys using the flanking routes (mines) often or you were majorly rushing the CP? Did you spawncamp/have you been spawncamped easily?

As always any feedback would be really appreciated.

Thanks again!!