War & Co

KotH War & Co 1.0.1

TH3 D34DL3$$

L2: Junior Member
Jul 14, 2017
68
14
War & Co - Industrial map with my developed gameplay

After an explosion in this town, everything goes out of control. Be faster than enemy, capture and defend everything you see, be like spirit and attack stealthy, or be a tank, killing everything on point...

Gameplay idea: like my previous map (https://tf2maps.net/downloads/multidefence.5615/) 20180827144451_1.png
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,330
989
This map looks extremely dark for the most part, you should consider adding some lights around it
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,330
989
Map is nightly, so... there's should be dark
Even so, it should be bright enough to recognise an enemy player's team (through their colours) anywhere in the map's gameplay spaces. I'd recommend looking at how maps such as doublecross do their lighting.
 

TH3 D34DL3$$

L2: Junior Member
Jul 14, 2017
68
14
Even so, it should be bright enough to recognise an enemy player's team (through their colours) anywhere in the map's gameplay spaces. I'd recommend looking at how maps such as doublecross do their lighting.

It's enough bright to recognise team's color. Actually, I noted that this pictures is more darky than original screenshots I made
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,330
989
It's enough bright to recognise team's color. Actually, I noted that this pictures is more darky than original screenshots I made
Are you sure? Those shadows look pitch black, and players need to be able to recognise straight away that it is an enemy
 

Startacker!

WANT ME TO BE REAL? MAKE ME.
aa
Jun 15, 2013
649
1,198
Hey there, I went through your map and there's a lot of lighting issues. Quite the opposite of what you think.

Your map is incredibly bright. And I'm not saying too bright for night, I mean I can't look at anything.
20180827112751_1.jpg 20180827112803_1.jpg
This makes your map ultimately unplayable with HDR on, tone down the brightness of whatever lights you are using, be it light_environment or other.

To make things worse, you spawned Blu in a hole with a single bright, flashing light. Using flashing lights in TF2 alone is a bad idea, but using them in an isolated area, especially at the brightness it's at, can cause eye discomfort and is dangerous to those with epilepsy.
20180827113146_1.jpg 20180827113148_1.jpg

You have nodraw on the bottom of your displacements, this is unneeded since they don't work on displacements.
20180827113324_1.jpg

I'm also having incredible FPS drops, which seems to be because of the layout of your map, since it consists of large, flat roads with nothing in between them.
20180827113459_1.jpg

One last thing to note, you should probably add a version string to your map name, so you can get it properly playtested (when it can be) and avoid filename conflicts when people redownload your map.
 

TH3 D34DL3$$

L2: Junior Member
Jul 14, 2017
68
14
Wow, wierd

As i said, I played here about 15 times, and got no problems like this. Right now, I take some screebshots from my map and they don't look overlighted:

Thanks for tips for displacements, I... just paint them back...

And actually I'm not an epileptic, but, yeah, I think it's better to do something with Blue spawn light

... I don't have any FPS drops, maybe I just have good computer...

But anyway, I don't know, what's the time in your city, but in mine it's 10 p.m., so I need to go to bad. SO....... I will deal with it tomorrow
 

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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,330
989
Actually, sightline covers with buildings... A lot of buildings. And I don't know what prop I can use there
I think he means in the areas around the buildings. Perhaps use some height variation or some sort of vehicle to help block them.
 

TH3 D34DL3$$

L2: Junior Member
Jul 14, 2017
68
14
I think he means in the areas around the buildings. Perhaps use some height variation or some sort of vehicle to help block them.

I already understood. I'm working on it now. Wait for update during this day... or second one