KotH Vineyard

Discussion in 'Map Factory' started by Matti, Jun 29, 2013.

  1. Matti

    Matti L1: Registered

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    Started about 10 months ago and worked on it little by little. Spent so long trying to get a reasonable test version together but I'm determined to finish this map and I'm having a lot of fun making it now.
     
    Last edited: Apr 17, 2014
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Looks pretty decent. Throw it up into a gameday!
     
  3. XionGaTaosenai

    XionGaTaosenai L1: Registered

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    Wasn't Dr. Spud's artpass map supposed to be named Vineyard? It's the first thing I thought of when I heard the name.

    You should get in contact with Dr. Spud and ask if you can use some of those assets yourself. I always really liked that theme.
     
  4. Dr. Spud

    aa Dr. Spud Grossly Incandescent

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    You can call it vineyard, I'm never going to use the name. And you can use the ivy props they're in the models section.

    Business.
     
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    Last edited: Jul 2, 2013
  5. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    Clip the stairs with a ramp that covers each step, otherwise it's awkward to jump on them.

    [​IMG]

    There's a missing model on both sides of the point.

    Could do with some signs pointing to the cap, although it's not a confusing map.

    It's cool that even within the rooms and smaller areas there's a bit of variety in the terrain - small ledges, scout routes, lowered areas with health in them, pillars etc.

    It's generally a BIT dark indoors, especially the ceilings (not that that matters too much) but there aren't any points where you can't see what's going on.

    Increase the speed at which the doors open - that's the actual brush entity part, I think? As a scout I ran into it as it opened. It's not a major concern but it's a bit annoying.
     
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    Last edited: Jul 2, 2013
  6. Matti

    Matti L1: Registered

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    Cool, was kinda concerned using the name so that's nice to hear.


    Damn, forgot to do quite a lot. I'll fix all that in the next version. Can you still jump up that ledge with the model missing?
     
  7. Bermuda Cake

    Bermuda Cake L9: Fashionable Member

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    As a scout I could, but I didn't check anything else. It looks a little high to jump as a single jump.
     
  8. Prestige

    aa Prestige im not gay anymore

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    i agree with the indoors being dark. we had a short n small 6v6 pub test and thought it was a little too powerful how you could stickyjump to the point from so far away (i dont remember how far, could have been comparable to viaduct). also felt too large (we were 6v6) with too high heights that were somewhat pointless, kind of made it unfun. 192 is usually a good height, most felt to be 256 at least.
     
  9. jakoman

    jakoman L1: Registered

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    I noticed that the optimization could use some work. I would recommend separating your exterior areas more with nodraw and skybox.
     
  10. Matti

    Matti L1: Registered

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    Small update to a1a for technical changes/fixes.

    I agree about the height difference being a bit off, and I'm thinking some of the buildings might be a bit over-scaled. This map was started because of the koth highlander competition so there are a few oddities in the layout that I'm going to have to fix; stuff like trying to make it really rocket jump/sticky jump friendly given STAR_'s position as a judge (sidenote: it's possible for a demo to jump straight onto the point from spawn). Anyway, should see this reflected in a2, though I don't want to begin changing the layout before the gameday as I expect more issues to be raised.

    I'll start worrying about optimisation in a few alphas time when I have a better idea of what I want this map to be, but I agree - at the moment optimisation is pretty much non existant.
     
  11. Matti

    Matti L1: Registered

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    Updated to a2. I think I managed to incorporate a lot of the feedback I received though the layout still needs work in my eyes, so please leave any comments you have :).