KotH warehouse

Discussion in 'Map Factory' started by Tommi, Jul 24, 2012.

  1. Tommi

    Tommi L1: Registered

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    rattlesnake

    Standard KotH map with a relatively defendable point. The idea is that rather than just DMing back and forth teams should actually have to think about coordinating a push/defense. Nevertheless I believe that a forward hold in the other teams' yard is viable as well considering the health pack distribution.

    I realise the optimisation is a bit poor. It really shows that this is the first map I made and did not consider optimisation at all while doing the map layout. Still I am getting roughly the same amount of frames as I get on viaduct so I guess it is not a huge problem. Anyone with a semi-decent card from the last 5 years or so should have no trouble running the map at 120+ frames.


    At this point I would also like to thank mlg 420 pro Portal mapper BEARD! who taught me a lot about Hammer and gave me useful feedback/advice. This map was originally planned as a cooperation but it somehow didn't turn out that way.

    PS: There is most likely no skeleton hiding in the basement area below the point.

    ----
    Original post:

    The map should be fully playable but is very unfinished/undetailed/unoptimized.
    However I felt like releasing something so that I could get some comments on what I did so far. Any kind of feedback would be highly appreciated.

    Known issues: the sightline from the sniper deck onto the point (I kind of rearranged the point and I have yet to think of an elegant way to fix the sightline or just remove the deck).

    Also I might change the map name at some point if I can think of a more creative title.
     
    Last edited: Aug 29, 2012
  2. Wilson

    aa Wilson Burial by Sleep

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    There is probably thousand other maps named Warehouse, might want to get a new name.
     
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  3. Sergis

    aa Sergis L666: ])oo]v[

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    name it warehouse1
     
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  4. YM

    aa YM LVL100 YM

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    Fixed that right up for you.
     
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  5. Tommi

    Tommi L1: Registered

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    Yeah, I am going to rename it as soon as I come up with something creative.
     
  6. colacan

    colacan L5: Dapper Member

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    koth_sandblast
    Add a sandstorm to it and you're good.
     
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  7. TheKieranator

    TheKieranator L6: Sharp Member

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    Not Sandblast.
     
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  8. colacan

    colacan L5: Dapper Member

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    Didn't see that one.
     
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  9. YM

    aa YM LVL100 YM

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    ITT: we learn just how hard it is to come up with original level names.
     
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  10. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    We need a bot that tells people if their name is taken.

    Even if it just used tf2maps database and ignored everything else, it should help.

    Could you not have got some of the grammar while you were at it?
     
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  11. Tommi

    Tommi L1: Registered

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    Actually I thought of "desert storm" myself (great minds think alike I guess :)). Sandblast would have been a great name though, a pity it's already taken.

    The problem with desert storm is that it is apparently the name of and operation during the gulf war.

    Personally I am not a huge fan of obnoxious weather effects like rain, snow or, well, sand (also I am new to hammer so I have no idea how I would even do that).
     
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  12. Tommi

    Tommi L1: Registered

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    After taking a bit of a break I added some details to my map and named it rattlesnake for now. I also added new screenshots (I cleverly jumped all over the place before taking them so there are stains from the rockets in them).

    TODO: optimization, sounds, proper clipping.

    Feedback would be very welcome.

    PS: I couldn't figure out how to change the thread title, sorry about that.
    PPS: Apparently "rattlesnake" is already taken as well :/
     
    Last edited: Aug 18, 2012
  13. Tommi

    Tommi L1: Registered

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    I made some last minute changes based on the feedback from playtesting on sunday:

    People suggested adding more health which I happily did because I enjoy maps with lots of health and was therefore careful not to place too much.

    About the scale/size of the map: The warehouse building needs to be huge so you don't bump your head while jumping too easily inside. I tried my best to make it look like an actually tall structure, rather than an overscaled one, apparently it didn't work out too well. On the other hand I am fine with having a relatively long way from spawn to point so the map is not simply walk out of spawn and dm but rather about holding before the point and preparing an attack or aggressively holding behind the point and so on.

    I agree that the point is relatively difficult to attack but that is what I wanted to achieve with this map. Still I think the way doorways into the warehouse are spread out it is actually a bit easier to attack than it looks. I should also point out that the spawn times do not penalise the team not currently holding the point a lot to compensate. Some people suggested changes to the point area but I don't really feel confident enough to change it without playtesting and I am actually somewhat happy with how it plays.
     
  14. Melvin D Engineere

    Melvin D Engineere L4: Comfortable Member

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