Upvote Upvoted 16 Downvote Downvoted
koth_dam
1
#1
0 Frags +

Hey guys, I've been working on a comp-oriented koth map for the last couple months. This is my first map and its still very much in development so please, give as much feedback as necessary.

I plan on staying in alpha as long as necessary to work out all of the issues. Within the next couple of weeks I'm hoping to get some scrims run on the map. If you have a scrim on this map, please send me the stv/demo to review!

Most recent version (a12):
TF2Maps.net
Direct download

a12 pics:

Show Content

old a11 pics:

Show Content

old a10 pics:

Show Content
Hey guys, I've been working on a comp-oriented koth map for the last couple months. This is my first map and its still very much in development so please, give as much feedback as necessary.

I plan on staying in alpha as long as necessary to work out all of the issues. Within the next couple of weeks I'm hoping to get some scrims run on the map. If you have a scrim on this map, please send me the stv/demo to review!

Most recent version (a12):
[url=https://tf2maps.net/downloads/koth_dam.2721/]TF2Maps.net[/url]
[url=https://tf2maps.net/downloads/koth_dam.2721/download?version=8659]Direct download[/url]

a12 pics:
[spoiler]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47778/[/img]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47779/[/img]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47780/[/img]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47781/[/img]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47782/[/img]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47783/[/img]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47784/[/img]
[/spoiler]

old a11 pics:
[spoiler]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44625/[/img]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44626/[/img]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44627/[/img]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44628/[/img]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44629/[/img]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44630/[/img]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44631/[/img]
[/spoiler]

old a10 pics:
[spoiler]
[img]https://tf2maps.net/attachments/20170216163635_1-jpg.43354/[/img]
[img]https://tf2maps.net/attachments/20170216163643_1-jpg.43355/[/img]
[img]https://tf2maps.net/attachments/20170216163643_1-jpg.43356/[/img]
[img]https://tf2maps.net/attachments/20170216163643_1-jpg.43357/[/img]
[img]https://tf2maps.net/attachments/20170216163643_1-jpg.43358/[/img]
[img]https://tf2maps.net/attachments/20170216163643_1-jpg.43359/[/img]
[/spoiler]
2
#2
19 Frags +

I'll check it out when I get home but just know that mirrored symmetry is annoying for comp vs. rotational symmetry because it changes the rocket jumps from righty to lefty and not everyone uses the original.

I'll check it out when I get home but just know that mirrored symmetry is annoying for comp vs. rotational symmetry because it changes the rocket jumps from righty to lefty and not everyone uses the original.
3
#3
8 Frags +

Thanks, I honestly forgot about that when I was making the map since I don't play much soldier. It hasn't seemed to be much of an issue in testing so far but if necessary I can always change it to rotated symmetry.

Thanks, I honestly forgot about that when I was making the map since I don't play much soldier. It hasn't seemed to be much of an issue in testing so far but if necessary I can always change it to rotated symmetry.
4
#4
2 Frags +
HyceI'll check it out when I get home but just know that mirrored symmetry is annoying for comp vs. rotational symmetry because it changes the rocket jumps from righty to lefty and not everyone uses the original.

i'm curious about this. i completely suck at rocket jumping on left surfaces using stock, does that have anything to do with it or am i just bad? right surfaces are no problem. always been confused by that.

[quote=Hyce]I'll check it out when I get home but just know that mirrored symmetry is annoying for comp vs. rotational symmetry because it changes the rocket jumps from righty to lefty and not everyone uses the original.[/quote]

i'm curious about this. i completely suck at rocket jumping on left surfaces using stock, does that have anything to do with it or am i just bad? right surfaces are no problem. always been confused by that.
5
#5
6 Frags +
glassi'm curious about this. i completely suck at rocket jumping on left surfaces using stock, does that have anything to do with it or am i just bad? right surfaces are no problem. always been confused by that.

the rocket on stock + stock variant rocket launchers comes out of the right side of your screen, which means when you turn backwards to jump off of a righthand wall you have to turn a significantly smaller distance than if you turn to jump off of a lefthand wall. this doesnt apply for the original, because the rockets are dead center for the original

[quote=glass]
i'm curious about this. i completely suck at rocket jumping on left surfaces using stock, does that have anything to do with it or am i just bad? right surfaces are no problem. always been confused by that.[/quote]

the rocket on stock + stock variant rocket launchers comes out of the right side of your screen, which means when you turn backwards to jump off of a righthand wall you have to turn a significantly smaller distance than if you turn to jump off of a lefthand wall. this doesnt apply for the original, because the rockets are dead center for the original
6
#6
11 Frags +
niteglassi'm curious about this. i completely suck at rocket jumping on left surfaces using stock, does that have anything to do with it or am i just bad? right surfaces are no problem. always been confused by that.
the rocket on stock + stock variant rocket launchers comes out of the right side of your screen, which means when you turn backwards to jump off of a righthand wall you have to turn a significantly smaller distance than if you turn to jump off of a lefthand wall. this doesnt apply for the original, because the rockets are dead center for the original

I believe it corresponds to turning something like 135° to the right for a jump; so the rockets are "biased" 45° one way. This means a lefty jump would take 225° for the same effect. I'm sure I've got the numbers wrong, but that should illustrate the point - you have to move much more to get a good lefty jump than righty unless you use the original.

Viaduct is the same way, so it might not be the biggest deal to use mirrored vs. rotational but it's really just annoying as hell for soldiers as if they want to jump off any walls one team has an advantage. If you want to "map for comp" these are things that are more important than mapping for pubs, but not necessarily a requirement.

tl;dr you're likely going to piss off roamer mains.

[quote=nite][quote=glass]
i'm curious about this. i completely suck at rocket jumping on left surfaces using stock, does that have anything to do with it or am i just bad? right surfaces are no problem. always been confused by that.[/quote]

the rocket on stock + stock variant rocket launchers comes out of the right side of your screen, which means when you turn backwards to jump off of a righthand wall you have to turn a significantly smaller distance than if you turn to jump off of a lefthand wall. this doesnt apply for the original, because the rockets are dead center for the original[/quote]

I believe it corresponds to turning something like 135° to the right for a jump; so the rockets are "biased" 45° one way. This means a lefty jump would take 225° for the same effect. I'm sure I've got the numbers wrong, but that should illustrate the point - you have to move much more to get a good lefty jump than righty unless you use the original.

Viaduct is the same way, so it might not be the biggest deal to use mirrored vs. rotational but it's really just annoying as hell for soldiers as if they want to jump off any walls one team has an advantage. If you want to "map for comp" these are things that are more important than mapping for pubs, but not necessarily a requirement.

tl;dr you're likely going to piss off roamer mains.
7
#7
16 Frags +

Ok. So here are some of my thoughts now that I've booted it up and run around:

http://imgur.com/a/mD4kd

Additionally not covered in that album is the fact that there are tons of weird floor height mismatches, particularly below point. Stuff that misses by like, 16 units or whatever. Random steps. For competitive, that's annoying as they'll tend to make the areas difficult to splash.

As for the point structure and the areas leading to the point, it could be interesting. There's probably a large potential to fall off/get blown off to low ground and then get dicked on by someone so medics might not dig it but it would be fun to try this out.

Ok. So here are some of my thoughts now that I've booted it up and run around:

http://imgur.com/a/mD4kd

Additionally not covered in that album is the fact that there are tons of weird floor height mismatches, particularly below point. Stuff that misses by like, 16 units or whatever. Random steps. For competitive, that's annoying as they'll tend to make the areas difficult to splash.

As for the point structure and the areas leading to the point, it could be interesting. There's probably a large potential to fall off/get blown off to low ground and then get dicked on by someone so medics might not dig it but it would be fun to try this out.
8
#8
7 Frags +

Thanks Hyce! The skybox and extra step issues should be mostly resolved in version a11 which I've been working on for about a week.

Thanks Hyce! The skybox and extra step issues should be mostly resolved in version a11 which I've been working on for about a week.
9
#9
4 Frags +

I haven't played on it yet, but in aesthetics alone it's very pretty. I love the weather effects especially.

I haven't played on it yet, but in aesthetics alone it's very pretty. I love the weather effects especially.
10
#10
2 Frags +

I like the idea and aesthetic/theme, but have a couple of suggestions-

http://imgur.com/a/MXZHl

Keep up the work on this, it has a lot of interesting ideas that would be fun to playtest.

I like the idea and aesthetic/theme, but have a couple of suggestions-

http://imgur.com/a/MXZHl

Keep up the work on this, it has a lot of interesting ideas that would be fun to playtest.
11
#11
3 Frags +

Thanks Tmbr! It seems like there are a couple issues with your TF2 as I have clipped all of my stairs appropriately and I have placed the standard capture zone outline. The next version will include a wider door on that upper area and a flank by the dumpsters. Also I plan to improve the roofs a bit in an upcoming version.

Edit:
It appears that enabling r_drawclipbrushes doesn't show blockbullets which I used for most slopes.

Thanks Tmbr! It seems like there are a couple issues with your TF2 as I have clipped all of my stairs appropriately and I have placed the standard capture zone outline. The next version will include a wider door on that upper area and a flank by the dumpsters. Also I plan to improve the roofs a bit in an upcoming version.

Edit:
It appears that enabling r_drawclipbrushes doesn't show blockbullets which I used for most slopes.
12
#12
2 Frags +

Tmbr, next time use r_drawclipbrushes 2 - this makes big obnoxious pinkish/purplish walls that make it VERY obvious where clip is.

Piluke, did you clip them or block bullet them? Block bullet is the way to go for comp - makes splash behave on a ramp as well.

Tmbr, next time use r_drawclipbrushes 2 - this makes big obnoxious pinkish/purplish walls that make it VERY obvious where clip is.

Piluke, did you clip them or block bullet them? Block bullet is the way to go for comp - makes splash behave on a ramp as well.
13
#13
1 Frags +

dam, this is a nice map

dam, this is a nice map
14
#14
2 Frags +

Hyce, I blockbulleted most slopes since I have first-hand experience with that. Anything that I accidentally used clip on will be fixed in a11 which I hope to release by the end of the week.

Thanks skaznik lol

Hyce, I blockbulleted most slopes since I have first-hand experience with that. Anything that I accidentally used clip on will be fixed in a11 which I hope to release by the end of the week.

Thanks skaznik lol
15
#15
6 Frags +

I fixed a lot of minor issues in this version which should make the map more comp-ready.

Direct Download

Changes:

  • Widened map a bit
  • Moved the spawns further from point
  • Fixed spawns to allow 16 people on each team
  • Replaced all previous lighting with proper lighting
  • Made the nipple on point thinner
  • Added some displacement along rollout
  • Fixed single-step transitions
  • Added a flank where the dumpsters used to be
  • Added better roofs to signify out-of-bounds areas
  • Added some minor detailing around point

a11 pics:

Show Content
I fixed a lot of minor issues in this version which should make the map more comp-ready.

[url=https://tf2maps.net/downloads/koth_dam.2721/download?version=8172]Direct Download[/url]

Changes:
[list]
[*] Widened map a bit
[*] Moved the spawns further from point
[*] Fixed spawns to allow 16 people on each team
[*] Replaced all previous lighting with proper lighting
[*] Made the nipple on point thinner
[*] Added some displacement along rollout
[*] Fixed single-step transitions
[*] Added a flank where the dumpsters used to be
[*] Added better roofs to signify out-of-bounds areas
[*] Added some minor detailing around point
[/list]

a11 pics:
[spoiler]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44625/[/img]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44626/[/img]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44627/[/img]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44628/[/img]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44629/[/img]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44630/[/img]
[img]https://tf2maps.net/attachments/20170306221113_1-jpg.44631/[/img]
[/spoiler]
16
#16
2 Frags +

I like this map so far but there are a few things you should change to make it better and I'm looking forward to playtesting it Thursday.

Show Content
http://i.imgur.com/wODpCFz.jpg on my config the caution tape at mid is invisible, you should try to make it its own texture so people like me who play at the lowest settings can see it

http://i.imgur.com/o13o1ov.png at spawn you should make the concrete barriers just outside of the clipping and widen the sides of the spawns

you can shoot stickys and rockets over some of the buildings at mid, this may be nit picking but yknow it would be nice if this was fixed

http://i.imgur.com/nw2sLee.jpg these should be removed to make the map feel less narrow

http://i.imgur.com/gIREZNZ.png this should be clipped

http://i.imgur.com/SN4LrXH.jpg there's a few sniper sightlines like this, it's probably not that big of a deal in 6's because I don't think anyone would be overextending this far

my biggest problem with this map is that it feels a little too "compact"
this is my first time reviewing a map so sorry if I'm a bit rude or nit picky but I definitely think this map could make it into a UGC season or something with a bit of work.
I like this map so far but there are a few things you should change to make it better and I'm looking forward to playtesting it Thursday.

[spoiler]
http://i.imgur.com/wODpCFz.jpg on my config the caution tape at mid is invisible, you should try to make it its own texture so people like me who play at the lowest settings can see it

http://i.imgur.com/o13o1ov.png at spawn you should make the concrete barriers just outside of the clipping and widen the sides of the spawns

you can shoot stickys and rockets over some of the buildings at mid, this may be nit picking but yknow it would be nice if this was fixed

http://i.imgur.com/nw2sLee.jpg these should be removed to make the map feel less narrow

http://i.imgur.com/gIREZNZ.png this should be clipped

http://i.imgur.com/SN4LrXH.jpg there's a few sniper sightlines like this, it's probably not that big of a deal in 6's because I don't think anyone would be overextending this far

my biggest problem with this map is that it feels a little too "compact"
this is my first time reviewing a map so sorry if I'm a bit rude or nit picky but I definitely think this map could make it into a UGC season or something with a bit of work.
[/spoiler]
17
#17
2 Frags +

Thanks heks! I agree and hopefully I'll have most of those fixed in the next version :)

Thanks heks! I agree and hopefully I'll have most of those fixed in the next version :)
18
#18
2 Frags +

another round of feedback:

http://imgur.com/a/9zxor

thanks Hyce for helping me out, my mistake with the stairs stuff.

really good changes though piluke, keep it up

another round of feedback:

http://imgur.com/a/9zxor

thanks Hyce for helping me out, my mistake with the stairs stuff.

really good changes though piluke, keep it up
19
#19
0 Frags +

Thanks again Tmbr!

The point design is still under development and is likely to change by the time I reach beta.

There was bound to be something wrong with the new lighting, so thanks for letting me know :)

Thanks again Tmbr!

The point design is still under development and is likely to change by the time I reach beta.

There was bound to be something wrong with the new lighting, so thanks for letting me know :)
20
#20
2 Frags +

Here's some soap dm spawns for a11 if anyone cares lol

"Spawns"
{
	"red"
	{
		"Control House Red"
		{
			"origin" 	"1049.985718 -225.840378 244.031311"
			"angles"	"0.000000 180.000000 0.000000"
		}
		"Radar House Red"
		{
			"origin"	"1236.628540 29.043495 276.031311"
			"angles"	"0.000000 90.000000 0.000000"
		}
		"Overview Red"
		{
			"origin"	"637.188538 501.450745 404.031311"
			"angles"	"0.000000 -90.000000 0.000000"
		}
		"Upper Catwalk Red"
		{
			"origin"	"409.242065 -996.590088 372.031311"
			"angles"	"0.000000 90.000000 0.000000"
		}
		"Truck Red"
		{
			"origin"	"1224.254517 -1232.037109 224.418304"
			"angles"	"0.000000 180.000000 0.000000"
		}
		"Control House Blu"
		{
			"origin"	"-240.356781 1048.124146 244.031311"
			"angles"	"0.000000 -90.000000 0.000000"
		}
		"Radar House Blu"
		{
			"origin"	"29.034904 1187.728516 276.031311"
			"angles"	"0.000000 0.000000 0.000000"
		}
		"Overview Blu"
		{
			"origin"	"505.297668 669.661926 404.031311"
			"angles"	"0.000000 -180.000000 0.000000"
		}
		"Upper Catwalk Blu"
		{
			"origin"	"-993.499329 470.845215 372.031311"
			"angles"	"0.000000 0.000000 0.000000"
		}
		"Truck Blu"
		{
			"origin"	"-1194.648682 1252.642944 233.866211"
			"angles"	"0.000000 -90.000000 0.000000"
		}
	}
	"blue"
	{
		"Control House Red"
		{
			"origin" 	"1049.985718 -225.840378 244.031311"
			"angles"	"0.000000 180.000000 0.000000"
		}
		"Radar House Red"
		{
			"origin"	"1236.628540 29.043495 276.031311"
			"angles"	"0.000000 90.000000 0.000000"
		}
		"Overview Red"
		{
			"origin"	"637.188538 501.450745 404.031311"
			"angles"	"0.000000 -90.000000 0.000000"
		}
		"Upper Catwalk Red"
		{
			"origin"	"409.242065 -996.590088 372.031311"
			"angles"	"0.000000 90.000000 0.000000"
		}
		"Truck Red"
		{
			"origin"	"1224.254517 -1232.037109 224.418304"
			"angles"	"0.000000 180.000000 0.000000"
		}
		"Control House Blu"
		{
			"origin"	"-240.356781 1048.124146 244.031311"
			"angles"	"0.000000 -90.000000 0.000000"
		}
		"Radar House Blu"
		{
			"origin"	"29.034904 1187.728516 276.031311"
			"angles"	"0.000000 0.000000 0.000000"
		}
		"Overview Blu"
		{
			"origin"	"505.297668 669.661926 404.031311"
			"angles"	"0.000000 -180.000000 0.000000"
		}
		"Upper Catwalk Blu"
		{
			"origin"	"-993.499329 470.845215 372.031311"
			"angles"	"0.000000 0.000000 0.000000"
		}
		"Truck Blu"
		{
			"origin"	"-1194.648682 1252.642944 233.866211"
			"angles"	"0.000000 -90.000000 0.000000"
		}
	}
}
Here's some soap dm spawns for a11 if anyone cares lol

[code]
"Spawns"
{
"red"
{
"Control House Red"
{
"origin" "1049.985718 -225.840378 244.031311"
"angles" "0.000000 180.000000 0.000000"
}
"Radar House Red"
{
"origin" "1236.628540 29.043495 276.031311"
"angles" "0.000000 90.000000 0.000000"
}
"Overview Red"
{
"origin" "637.188538 501.450745 404.031311"
"angles" "0.000000 -90.000000 0.000000"
}
"Upper Catwalk Red"
{
"origin" "409.242065 -996.590088 372.031311"
"angles" "0.000000 90.000000 0.000000"
}
"Truck Red"
{
"origin" "1224.254517 -1232.037109 224.418304"
"angles" "0.000000 180.000000 0.000000"
}
"Control House Blu"
{
"origin" "-240.356781 1048.124146 244.031311"
"angles" "0.000000 -90.000000 0.000000"
}
"Radar House Blu"
{
"origin" "29.034904 1187.728516 276.031311"
"angles" "0.000000 0.000000 0.000000"
}
"Overview Blu"
{
"origin" "505.297668 669.661926 404.031311"
"angles" "0.000000 -180.000000 0.000000"
}
"Upper Catwalk Blu"
{
"origin" "-993.499329 470.845215 372.031311"
"angles" "0.000000 0.000000 0.000000"
}
"Truck Blu"
{
"origin" "-1194.648682 1252.642944 233.866211"
"angles" "0.000000 -90.000000 0.000000"
}
}
"blue"
{
"Control House Red"
{
"origin" "1049.985718 -225.840378 244.031311"
"angles" "0.000000 180.000000 0.000000"
}
"Radar House Red"
{
"origin" "1236.628540 29.043495 276.031311"
"angles" "0.000000 90.000000 0.000000"
}
"Overview Red"
{
"origin" "637.188538 501.450745 404.031311"
"angles" "0.000000 -90.000000 0.000000"
}
"Upper Catwalk Red"
{
"origin" "409.242065 -996.590088 372.031311"
"angles" "0.000000 90.000000 0.000000"
}
"Truck Red"
{
"origin" "1224.254517 -1232.037109 224.418304"
"angles" "0.000000 180.000000 0.000000"
}
"Control House Blu"
{
"origin" "-240.356781 1048.124146 244.031311"
"angles" "0.000000 -90.000000 0.000000"
}
"Radar House Blu"
{
"origin" "29.034904 1187.728516 276.031311"
"angles" "0.000000 0.000000 0.000000"
}
"Overview Blu"
{
"origin" "505.297668 669.661926 404.031311"
"angles" "0.000000 -180.000000 0.000000"
}
"Upper Catwalk Blu"
{
"origin" "-993.499329 470.845215 372.031311"
"angles" "0.000000 0.000000 0.000000"
}
"Truck Blu"
{
"origin" "-1194.648682 1252.642944 233.866211"
"angles" "0.000000 -90.000000 0.000000"
}
}
}
[/code]
21
#21
1 Frags +

First official scrim: http://sizzlingstats.com/stats/512118

Main notes:

  • Flickering skybox
  • Long sniper sightline from catwalk to rollout
  • Point is too easy to hold onto
  • It's too easy to flank, especially for scouts
  • Moderately fun but gameplay is a bit chaotic and unbalanced
  • Some people don't like the symmetry
First official scrim: http://sizzlingstats.com/stats/512118

Main notes:
[list]
[*] Flickering skybox
[*] Long sniper sightline from catwalk to rollout
[*] Point is too easy to hold onto
[*] It's too easy to flank, especially for scouts
[*] Moderately fun but gameplay is a bit chaotic and unbalanced
[*] Some people don't like the symmetry
[/list]
22
#22
5 Frags +

This version has some pretty significant changes and I'm prepared to stay in alpha for a bit longer to iron out the reblocked areas. Some of these changes weren't exactly necessary but I thought they'll make it feel better to play on.

Direct Download

Changes:

  • Changed to rotated symmetry
  • Lowered light brightnesses a bit
  • Moved the brick house forward a bit
  • Added some height variation inside the brick house
  • Swapped the stairs and choke positions on the main building
  • Rearranged rollout areas
  • Added a new rollout option to the left which leads to the gravel dump
  • Increased gravel dump height
  • Temporarily removed 3D skybox
  • Added doorway between the gravel dump and the main building
  • Removed the flank under point
  • Simplified some geometry
  • Reduced visleafs
  • Fixed capture zone decals for people with fps configs (hopefully)
  • Added a slope to the small hp and ammo under point
  • Removed railing on the upper catwalk

a12 pics:

Show Content
This version has some pretty significant changes and I'm prepared to stay in alpha for a bit longer to iron out the reblocked areas. Some of these changes weren't exactly necessary but I thought they'll make it feel better to play on.

[url=https://tf2maps.net/downloads/koth_dam.2721/download?version=8659]Direct Download[/url]

Changes:
[list]
[*] Changed to rotated symmetry
[*] Lowered light brightnesses a bit
[*] Moved the brick house forward a bit
[*] Added some height variation inside the brick house
[*] Swapped the stairs and choke positions on the main building
[*] Rearranged rollout areas
[*] Added a new rollout option to the left which leads to the gravel dump
[*] Increased gravel dump height
[*] Temporarily removed 3D skybox
[*] Added doorway between the gravel dump and the main building
[*] Removed the flank under point
[*] Simplified some geometry
[*] Reduced visleafs
[*] Fixed capture zone decals for people with fps configs (hopefully)
[*] Added a slope to the small hp and ammo under point
[*] Removed railing on the upper catwalk
[/list]

a12 pics:
[spoiler]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47778/[/img]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47779/[/img]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47780/[/img]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47781/[/img]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47782/[/img]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47783/[/img]
[img]https://tf2maps.net/attachments/20170504171943_1-jpg.47784/[/img]
[/spoiler]
23
#23
3 Frags +

Lovely map, looks like it has tons of potential to become something!
The map has some bits of useless numportals, that can be fixed easily.

http://imgur.com/gallery/EgkBp

Please go forward with the map and do your best! <3

-Linker

Lovely map, looks like it has tons of potential to become something!
The map has some bits of useless numportals, that can be fixed easily.

http://imgur.com/gallery/EgkBp

Please go forward with the map and do your best! <3

-Linker
24
#24
2 Frags +

Thanks for all the feedback Linker!

Since this is alpha, I'm not worrying too much about the textures right now. I mainly just use them because I find dev textures a bit boring. When I move to beta, I plan to make everything much more visually pleasing and green/overgrown.

Thanks for all the feedback Linker!

Since this is alpha, I'm not worrying too much about the textures right now. I mainly just use them because I find dev textures a bit boring. When I move to beta, I plan to make everything much more visually pleasing and green/overgrown.
25
#25
1 Frags +

http://imgur.com/nL2XGB6 Is there any reason for balcony and the other room not to connect here? Both feel so useless or clumped, but maybe that would help.
http://imgur.com/nfUA0xo this just looks...bleh

There's literally nothing else I can say that Linker didn't, but still, keep up the good work man.

http://imgur.com/nL2XGB6 Is there any reason for balcony and the other room not to connect here? Both feel so useless or clumped, but maybe that would help.
http://imgur.com/nfUA0xo this just looks...bleh

There's literally nothing else I can say that Linker didn't, but still, keep up the good work man.
26
#26
0 Frags +

Thanks Tmbr, I thought about connecting them but leaving them disconnected makes it more viable for teams to repush from balcony.

As for the point, it seems that the capture zone decals still don't work with fps configs :( I guess I'll just make them into small brushes.

Thanks Tmbr, I thought about connecting them but leaving them disconnected makes it more viable for teams to repush from balcony.

As for the point, it seems that the capture zone decals still don't work with fps configs :( I guess I'll just make them into small brushes.
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