"Oh god, not another one" they said.
Hopefully the 5 years of throwing science level design at the wall with Logjam has led somewhere. Came up with a koth map idea a while back - made a1 of this map probably a year ago and just recently picked back up on it. Been working through a lot of versions of it this week, figured it's time for a thread finally...
The overall design has focus on mitigating sightlines and providing good opportunity for jumping / movement - note the water channel (trying as hard as possible to have a fun bit of water on a map without it being ridiculously OP)
Got a little more feedback and made it happen (who said draw?) - here's
koth_waterton_a11:
fixed a non clipped roof
cleaned up the point geometry
slightly faster cap time - reduced from 10 to 8 "seconds"
smoothed out a ramp in yard going to sewer
added small HP / ammo in yard by sewer
added a crate by the sniper fences on height
added a dropdown to house from yard
https://tf2maps.net/downloads/waterton.7122/history
https://i.imgur.com/aXq4CJB.jpg
https://i.imgur.com/ZofcxWn.jpg
https://i.imgur.com/5Ez9DbK.jpg
"Oh god, not another one" they said.
Hopefully the 5 years of throwing [s]science[/s] level design at the wall with Logjam has led somewhere. Came up with a koth map idea a while back - made a1 of this map probably a year ago and just recently picked back up on it. Been working through a lot of versions of it this week, figured it's time for a thread finally...
The overall design has focus on mitigating sightlines and providing good opportunity for jumping / movement - note the water channel (trying as hard as possible to have a fun bit of water on a map without it being ridiculously OP)
Got a little more feedback and made it happen (who said draw?) - here's
koth_waterton_a11:
fixed a non clipped roof
cleaned up the point geometry
slightly faster cap time - reduced from 10 to 8 "seconds"
smoothed out a ramp in yard going to sewer
added small HP / ammo in yard by sewer
added a crate by the sniper fences on height
added a dropdown to house from yard
https://tf2maps.net/downloads/waterton.7122/history
[img]https://i.imgur.com/aXq4CJB.jpg[/img]
[img]https://i.imgur.com/ZofcxWn.jpg[/img]
[img]https://i.imgur.com/5Ez9DbK.jpg[/img]
I haven't played this map but I just wanted you to know that I think logjam is really fun and wanted to thank you for making it. :)
I haven't played this map but I just wanted you to know that I think logjam is really fun and wanted to thank you for making it. :)
Have had a bit of a run around.
The water tunnel is very easy to get stuck on randomly and is hard to enter. It needs widening and clipping so that it can be walked into easily for it to work.
Obviously still alpha but needs a few health and ammo packs. A good place for larger ones could be around the water area.
This is a weird corner https://imgur.com/W8OIFuk.
Random overhang https://imgur.com/TwOsYNp.
Point has potential for lots of clipping issues on the top, especially the tiny nipple which will swallow splash. Have you considered being able to cap on top as well like bagel?
An opening here https://imgur.com/IfI9zyZ might be nice. Even better might be to shift over the sewer as well as the corridor https://imgur.com/IcFaDjK.
I felt that all the 2 sides of the rollouts could be better connected, as like viaduct, so that you can change the side you want to go out of if you want.
Here is a small album with some additional images and things that I think could be improved https://imgur.com/a/loPw42Z.
Nice simple geometry which I think has the potential to work well. Keep it up!
Have had a bit of a run around.
The water tunnel is very easy to get stuck on randomly and is hard to enter. It needs widening and clipping so that it can be walked into easily for it to work.
Obviously still alpha but needs a few health and ammo packs. A good place for larger ones could be around the water area.
This is a weird corner https://imgur.com/W8OIFuk.
Random overhang https://imgur.com/TwOsYNp.
Point has potential for lots of clipping issues on the top, especially the tiny nipple which will swallow splash. Have you considered being able to cap on top as well like bagel?
An opening here https://imgur.com/IfI9zyZ might be nice. Even better might be to shift over the sewer as well as the corridor https://imgur.com/IcFaDjK.
I felt that all the 2 sides of the rollouts could be better connected, as like viaduct, so that you can change the side you want to go out of if you want.
Here is a small album with some additional images and things that I think could be improved https://imgur.com/a/loPw42Z.
Nice simple geometry which I think has the potential to work well. Keep it up!
havent played it yet either but i hope it works out, i would definitely like a 2nd koth map in the pool, 2bad bagel didnt make it this season (and coalplant would've if not the backlash smh)
havent played it yet either but i hope it works out, i would definitely like a 2nd koth map in the pool, 2bad bagel didnt make it this season (and coalplant would've if not the backlash smh)
koth_waterton_a7
download: https://tf2maps.net/downloads/waterton.7122/history
Made a number of changes based off of some things in this thread and some things from pugging with B4nny and company.
Changes:
Show Content
-added a bit more height direct by the point
-added props in the corners for more fighting -opportunities
-smoothed out the walkways to point and to the upper holding areas
-lowered the door out of house onto mid to prevent sightlines
-made the sewer tube be an arch instead
-reduced time to cap from 12 seconds to 10 seconds (hammer units... lol)
-fixed walls at spawn being see-thru from the outside of spawn
-increased the size of a rock on mid and adjusted it's location to further remove sightlines
-changed shiny concrete texture to something more matte
-changed pickups on mid to be mediums (health and ammo)
-added small health and ammo in house.
-changed house's ramp geometry
-removed glitched out displacements in the tube that were causing people to get stuck
-fixed a weird corner out of left side of spawn
-fixed a weird overhang at last
-made the lighting outdoors a bit brighter
Screens:
https://i.imgur.com/a8jsxMW.jpg
https://i.imgur.com/2sZC4c2.jpg
https://i.imgur.com/5ZScp8Q.jpg
https://i.imgur.com/eYlilAv.jpg
https://i.imgur.com/6ZwZc9w.jpg
https://i.imgur.com/IxfBWvS.jpg
koth_waterton_a7
download: https://tf2maps.net/downloads/waterton.7122/history
Made a number of changes based off of some things in this thread and some things from pugging with B4nny and company.
Changes:
[spoiler]
-added a bit more height direct by the point
-added props in the corners for more fighting -opportunities
-smoothed out the walkways to point and to the upper holding areas
-lowered the door out of house onto mid to prevent sightlines
-made the sewer tube be an arch instead
-reduced time to cap from 12 seconds to 10 seconds (hammer units... lol)
-fixed walls at spawn being see-thru from the outside of spawn
-increased the size of a rock on mid and adjusted it's location to further remove sightlines
-changed shiny concrete texture to something more matte
-changed pickups on mid to be mediums (health and ammo)
-added small health and ammo in house.
-changed house's ramp geometry
-removed glitched out displacements in the tube that were causing people to get stuck
-fixed a weird corner out of left side of spawn
-fixed a weird overhang at last
-made the lighting outdoors a bit brighter [/spoiler]
Screens:
[img]https://i.imgur.com/a8jsxMW.jpg[/img]
[img]https://i.imgur.com/2sZC4c2.jpg[/img]
[img]https://i.imgur.com/5ZScp8Q.jpg[/img]
[img]https://i.imgur.com/eYlilAv.jpg[/img]
[img]https://i.imgur.com/6ZwZc9w.jpg[/img]
[img]https://i.imgur.com/IxfBWvS.jpg[/img]
Got a little more feedback and made it happen (who said draw?) - here's koth_waterton_a8:
https://tf2maps.net/downloads/waterton.7122/history
Changes from a7:
Show Content
-removed upper flank route
-added flank connector underneath house to by water
-adjusted water's location to make it more central
-added a dropdown route from the old upper flank to closet
-shortened yard by spawn
-shortened spawn connectors
-removed the water in water as a test for jumps without the water (map is now called koth_ton, lol...)
https://i.imgur.com/eMUZFL3.jpg
https://i.imgur.com/0CzC4zi.jpg
https://i.imgur.com/ltsPXhI.jpg
https://i.imgur.com/cekEmN7.jpg
https://i.imgur.com/lybGTr4.jpg
https://i.imgur.com/lybGTr4.jpg
https://i.imgur.com/EqmuJKn.jpg
https://i.imgur.com/RlegqKf.jpg
Got a little more feedback and made it happen (who said draw?) - here's koth_waterton_a8:
https://tf2maps.net/downloads/waterton.7122/history
Changes from a7:
[spoiler]-removed upper flank route
-added flank connector underneath house to by water
-adjusted water's location to make it more central
-added a dropdown route from the old upper flank to closet
-shortened yard by spawn
-shortened spawn connectors
-removed the water in water as a test for jumps without the water (map is now called koth_ton, lol...)[/spoiler]
[img]https://i.imgur.com/eMUZFL3.jpg[/img]
[img]https://i.imgur.com/0CzC4zi.jpg[/img]
[img]https://i.imgur.com/ltsPXhI.jpg[/img]
[img]https://i.imgur.com/cekEmN7.jpg[/img]
[img]https://i.imgur.com/lybGTr4.jpg[/img]
[img]https://i.imgur.com/lybGTr4.jpg[/img]
[img]https://i.imgur.com/EqmuJKn.jpg[/img]
[img]https://i.imgur.com/RlegqKf.jpg[/img]
koth_waterton_a9
https://tf2maps.net/downloads/waterton.7122/history
Changes:
Show Content
a8->a9
-added cover at alley side on mid
-fixed the awkward door exit out of house towards spawn
-made sewer door wider
-adjusted the angle of the sun
-mirrored and adjusted the ramps out of upper right spawn exit
-decreased point cap time from "10 seconds" to "7 seconds"
-added glass windows through the point walls
-removed a barrel in lobby so you can't get stuck
-added some small crates by the big crates in alley so defending scouts can scale the containers
-added a light at the mid control point so it's not so dark
-lazily tossed some more textures down
Screens:
https://i.imgur.com/1y9Xm3T.jpg
https://i.imgur.com/xrHRFK5.jpg
https://i.imgur.com/UkfZruS.jpg
https://i.imgur.com/vPx9H5K.jpg
https://i.imgur.com/FouVyY4.jpg
koth_waterton_a9
https://tf2maps.net/downloads/waterton.7122/history
Changes:
[spoiler]
a8->a9
-added cover at alley side on mid
-fixed the awkward door exit out of house towards spawn
-made sewer door wider
-adjusted the angle of the sun
-mirrored and adjusted the ramps out of upper right spawn exit
-decreased point cap time from "10 seconds" to "7 seconds"
-added glass windows through the point walls
-removed a barrel in lobby so you can't get stuck
-added some small crates by the big crates in alley so defending scouts can scale the containers
-added a light at the mid control point so it's not so dark
-lazily tossed some more textures down
[/spoiler]
Screens:
[img]https://i.imgur.com/1y9Xm3T.jpg[/img]
[img]https://i.imgur.com/xrHRFK5.jpg[/img]
[img]https://i.imgur.com/UkfZruS.jpg[/img]
[img]https://i.imgur.com/vPx9H5K.jpg[/img]
[img]https://i.imgur.com/FouVyY4.jpg[/img]
https://tf2maps.net/downloads/waterton.7122/history
Here's a10, literally nothing changed but the control point actually works.... oops
https://tf2maps.net/downloads/waterton.7122/history
Here's a10, literally nothing changed but the control point actually works.... oops
From what I've seen, lots of potential for sollies to make a lot of fast/high bombs.
Fun as hell to play from a solly's perspective.
From what I've seen, lots of potential for sollies to make a lot of fast/high bombs.
Fun as hell to play from a solly's perspective.
StarfflameFrom what I've seen, lots of potential for sollies to make a lot of fast/high bombs.
Fun as hell to play from a solly's perspective.
I'm tired of the reign of scouts, so this is a good thing in my book.....
koth_waterton_a11:
fixed a non clipped roof
cleaned up the point geometry
slightly faster cap time - reduced from 10 to 8 "seconds"
smoothed out a ramp in yard going to sewer
added small HP / ammo in yard by sewer
added a crate by the sniper fences on height
added a dropdown to house from yard
https://tf2maps.net/downloads/waterton.7122/history
https://i.imgur.com/aXq4CJB.jpg
https://i.imgur.com/ZofcxWn.jpg
https://i.imgur.com/5Ez9DbK.jpg
[quote=Starfflame]From what I've seen, lots of potential for sollies to make a lot of fast/high bombs.
Fun as hell to play from a solly's perspective.[/quote]
I'm tired of the reign of scouts, so this is a good thing in my book.....
koth_waterton_a11:
fixed a non clipped roof
cleaned up the point geometry
slightly faster cap time - reduced from 10 to 8 "seconds"
smoothed out a ramp in yard going to sewer
added small HP / ammo in yard by sewer
added a crate by the sniper fences on height
added a dropdown to house from yard
https://tf2maps.net/downloads/waterton.7122/history
[img]https://i.imgur.com/aXq4CJB.jpg[/img]
[img]https://i.imgur.com/ZofcxWn.jpg[/img]
[img]https://i.imgur.com/5Ez9DbK.jpg[/img]
koth_waterton_a12
https://tf2maps.net/downloads/waterton.7122/history
reduced cap time from 10 to 8 "seconds"
raised the height of the barriers in house to prevent a dumb sightline
made the door under house more obvious
Made sewer flat as a test
https://i.imgur.com/gMPMFdR.jpg
https://i.imgur.com/UJcfuhi.jpg
koth_waterton_a12
https://tf2maps.net/downloads/waterton.7122/history
reduced cap time from 10 to 8 "seconds"
raised the height of the barriers in house to prevent a dumb sightline
made the door under house more obvious
Made sewer flat as a test
[img]https://i.imgur.com/gMPMFdR.jpg[/img]
[img]https://i.imgur.com/UJcfuhi.jpg[/img]
Huge thanks to Ozfortress for putting koth_waterton in their Midsummer Night's Cup 2019 #1! Very excited to see how the map plays with a bit more serious play than just PUGs. Would love to hear any and all feedback anyone has after as well!
https://warzone.ozfortress.com/forums/threads/122
Huge thanks to Ozfortress for putting koth_waterton in their Midsummer Night's Cup 2019 #1! Very excited to see how the map plays with a bit more serious play than just PUGs. Would love to hear any and all feedback anyone has after as well!
https://warzone.ozfortress.com/forums/threads/122