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KotH War & Co 1.0.1

Industrial map with my developed gameplay

  1. LordofCreepers

    LordofCreepers L1: Registered

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    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/)
     
  2. DrSquishy

    aa DrSquishy ???

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    This map looks extremely dark for the most part, you should consider adding some lights around it
     
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  3. That1Yoshi

    That1Yoshi L1: Registered

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    The point is also half in the ground which is odd, and obviously the lighting.
     
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  4. LordofCreepers

    LordofCreepers L1: Registered

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    Map is nightly, so... there's should be dark
     
  5. LordofCreepers

    LordofCreepers L1: Registered

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    There was a terrorist attack, it's why office is destroyed. I answered about light
     
  6. DrSquishy

    aa DrSquishy ???

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    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.
     
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  7. LordofCreepers

    LordofCreepers L1: Registered

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

    aa DrSquishy ???

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    Are you sure? Those shadows look pitch black, and players need to be able to recognise straight away that it is an enemy
     
  9. LordofCreepers

    LordofCreepers L1: Registered

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    I played this map about 15 times before pushing this map here. I AM SURE!
     
  10. Startacker!

    aa Startacker! 0...1...2...3...4...5...6...7...8...9...

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    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.
     
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  11. LordofCreepers

    LordofCreepers L1: Registered

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    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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  12. LordofCreepers

    LordofCreepers L1: Registered

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  13. LordofCreepers

    LordofCreepers L1: Registered

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    Release notes:
    - Added tunnel for nice view
    - Added watertower to Powerplant
    - Added suspended flat
    - Security sentries now notifies when they're destroyes
    - MORE HINTS!!!

    Read the rest of this update entry...
     
  14. LordofCreepers

    LordofCreepers L1: Registered

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  15. Heron

    Heron L6: Sharp Member

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    The map seems to have very long sightlines w/o much cover to compensate. I'd suggest adding some props, cover, etc.
     
  16. LordofCreepers

    LordofCreepers L1: Registered

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    Actually, sightline covers with buildings... A lot of buildings. And I don't know what prop I can use there
     
  17. DrSquishy

    aa DrSquishy ???

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    I think he means in the areas around the buildings. Perhaps use some height variation or some sort of vehicle to help block them.
     
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  18. LordofCreepers

    LordofCreepers L1: Registered

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