• Droppin' elevators like they're hot. It's koth_drop!
    25 replies, posted
First of all I would like to apologize if this is in the wrong section. I wasn't sure if the mapping forum was for Gmod maps only or not. I've been working on this map for well over 8 months now, and it's pretty alright. It was tested mainly on TF2Maps.net and it finally reached beta 3. So I decided it's time I publish it a bit better. If you think this looks familiar, you might have played koth or arena shockwave before. That was the name of the map before drop. The map is a small king of the hill map with a small death pit near the middle. When a team wins the match, an elevator that's placed at the top of the pit drops down and explodes. That's pretty neat isn't it? Here are some screenshots: [img_thumb]http://dl.dropbox.com/u/1835520/koth_drop/koth_drop_b30000.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/1835520/koth_drop/koth_drop_b30001.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/1835520/koth_drop/koth_drop_b30002.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/1835520/koth_drop/koth_drop_b30003.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/1835520/koth_drop/koth_drop_b30004.jpg[/img_thumb][img_thumb]http://dl.dropbox.com/u/1835520/koth_drop/koth_drop_b30005.jpg[/img_thumb] Since the map is still in beta, any criticism will be appreciated and considered. Replays will be added to my youtube channel when I get to recording them. [b]Here are the download links:[/b] RAR: [url]http://dl.dropbox.com/u/1835520/koth_drop/koth_drop_b3.rar[/url] BZ2: [url]http://dl.dropbox.com/u/1835520/koth_drop/koth_drop_b3.bsp.bz2[/url] Forgot the special thanks: Acumen for the great elevator model. The swamp team. The construction team -myself. The bullet crops team, even though I didn't use anything from your pack you guys are still cool. TF2M for the help and experience. Thanks for checking this out. I hope you like it!
I could speak for hours how great that map is, but there is one thing bothering me:[QUOTE=ScreamingGerbil;29679939][img_thumb]http://dl.dropbox.com/u/1835520/koth_drop/koth_drop_b30002.jpg[/img_thumb][/QUOTE] It's too aesthetic for a TF2 map in my opinion, and looks a bit blocky. I have no idea what to change to make it better though, I just have that feeling. Maybe it's too plain?
Dear lord that is Jizztastic! But it does need some Ambient props scattered throughout.
I played shockwave on a saxton hale server. I liked it.
That reminds me, when this map hits RC I'll release an arena version to go with it. Glad to hear it was actually being played! @Raptor_S: You might have a point, I'll try and make it more TF2 like in the next beta :) @Chickens: What's an ambient prop? I have no idea what that means >_<
Random props (Barrels, Metal wall segments, trashed trains, etc.) [editline]8th May 2011[/editline] also please refrain form using Text based emotes, like T.T it'll just make you look stupid.
gadzooks!
Very nice, I look forward to the release!
I wish Valve put in more KoTH maps. Payload is boring.
moowilikies!
[QUOTE=pogothemunty;29685811]Very nice, I look forward to the release![/QUOTE] I second this
This looks brilliant. I eagerly await a release.
Thanks guys! Download links are up if you want to play the map, no need to wait for a release!
It's rare that we see maps this well done here. Downloaded, and I'm definitely going to square off against some bots on this tonight. [editline]8th May 2011[/editline] Alright. First playthrough of the map. First impression: It's really fun! You've paid fantastic attention to vertical mobility, and you don't need to be a Soldier or Scout to jump around the map with ease. It also stands out from other maps in that the layout is very wide - the spawns aren't very far away from each other. Could be a little cramped with higher player numbers, but I don't think that's something to worry about. I have a couple of minor things to nitpick. There's one spot on the ramps that I can't slide along, for some strange reason... [url=http://dl.dropbox.com/u/19978518/TF2%20pictures/Trouble.png]here[/url] is what I'm talking about. I'm holding W and taking the screenshot, and it won't let me run. The only prop throughout the map is crates. This isn't bad, per se, but I would like to see a little variety, particularly between sides. Additionally, the piles of four crates on both sides look out of place and cramp the centerpiece of the map, which is the most fun to run through. Other than that, it's a lot of fun, bots seem to play well with it, and I can't wait for an updated release. [editline]8th May 2011[/editline] Oh, yes, one more thing... the doors that lead to the upper part of the point? I don't mind them being there, but why are the hands blocking your path if they open in both directions?
[QUOTE=Raptor_S;29680184]I could speak for hours how great that map is, but there is one thing bothering me: It's too aesthetic for a TF2 map in my opinion, and looks a bit blocky. I have no idea what to change to make it better though, I just have that feeling. Maybe it's too plain?[/QUOTE] what the fuck does 'too aesthetic' mean? it's too pretty? it looks too good?
Thanks for the great feedback mutated! Completely forgot about those doors. Here's a list of stuff I'm going to do for the next beta (or possibly RC): - Change the skin on the doors to make them look 2 sided. - Clip the rails on the sides of the ramps properly. - Add more ambient props, such as shrubbery and whatnot. - Change the name to koth_dropdown or something. arena_drop was apparently already taken and I don't want to cause confusion. Keep it coming guys! :)
[QUOTE=ScreamingGerbil;29693649]Thanks for the great feedback mutated! Completely forgot about those doors. Here's a list of stuff I'm going to do for the next beta (or possibly RC): - Change the skin on the doors to make them look 2 sided. - Clip the rails on the sides of the ramps properly. - Add more ambient props, such as shrubbery and whatnot. - Change the name to koth_dropdown or something. arena_drop was apparently already taken and I don't want to cause confusion. Keep it coming guys! :)[/QUOTE] Been loving the map since a1 gerbil, even when it was arena :buddy: also isn't arena_drop that one midget made where you constantly fall?
It sure is. I wish it wasn't so memorable so I could actually get away with using "Drop". I really wanted to keep the word play. [sp]koth_drop[/sp] [sp]cough drop[/sp]
[QUOTE=ScreamingGerbil;29693843]It sure is. I wish it wasn't so memorable so I could actually get away with using "Drop". I really wanted to keep the word play. [sp]koth_drop[/sp] [sp]cough drop[/sp][/QUOTE] You should have some posters/overlays that give an extra touch to the pun. Alpine Cough Drops .co? Maybe I can make you something, would love to try something like that.
[QUOTE=Frying Dutchman;29694068]You should have some posters/overlays that give an extra touch to the pun. Alpine Cough Drops .co? Maybe I can make you something, would love to try something like that.[/QUOTE] Seems punny enough, considering Icarus got away with "Icarus Airlines" in Coldfront.
I like the map. The only thing you can do about it, is making the mid area not so blocky. Bring in some round things or more beams.
Fixed most of what you told me. Made the doorways at mid have a more inviting texture, clipped off some railings and fixed some ugly shadows in the cliffs near mid. I also got around to fixing up the displacements at the death pit, they were a bit wonky before. [img_thumb]http://dl.dropbox.com/u/1835520/koth_drop/dropdown_1.PNG[/img_thumb] Also more ambient props: [img_thumb]http://dl.dropbox.com/u/1835520/koth_drop/dropdown2.PNG[/img_thumb] I'd like to test the current version's gameplay. I'm hoping the next version will be RC instead of beta 4. Thanks for the feedback guys :)
Oh hey I made a nav mesh for your map so you can play with bots. [b][url=http://www.mediafire.com/?mo526vion491nvp]Koth Drop Navigation Map[/url][/b] [img_thumb]http://steamcommunity.com/id/sleepyal/screenshot/577796269377771579[/img_thumb] After doing a nav_generate, I fixed some paths that bots couldn't get to when they should, some places they couldn't jump to and shouldn't try to, made some doorways easier for the bots to go through, etc. Hope you like it.
Thanks for that sleepyal! Mind if I contact you for another mesh when the map hits RC? :) Anyway, here's a preview video for the map: [media]http://www.youtube.com/watch?v=eX3tycTHD5g[/media] And this is what happens when a team wins: [media]http://www.youtube.com/watch?v=ZGuM0MCQ2FI[/media]
[QUOTE=ScreamingGerbil;29746015]Thanks for that sleepyal! Mind if I contact you for another mesh when the map hits RC? :) Anyway, here's a preview video for the map: [media]http://www.youtube.com/watch?v=eX3tycTHD5g[/media] And this is what happens when a team wins: [media]http://www.youtube.com/watch?v=ZGuM0MCQ2FI[/media][/QUOTE] Imo, the fall should start slowly then quickly increase in speed. Cause right now it kinda looks like a steady paced elevator that just explodes out of nowhere.
[QUOTE=ScreamingGerbil;29746015]Thanks for that sleepyal! Mind if I contact you for another mesh when the map hits RC? :)[/QUOTE] No problem! It's fun for me to do this stuff. Also, if you could somehow make the wood & fencing covering the elevator top break when the map's over so anyone on it would fall with it then it'd be pretty cool.
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