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[TF2] koth_moonshine


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moonshineregularp.jpg

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More screen shots (click here)

RC (final) update to koth_moonshine.

Koth_Moonshine is an intense “King of the Hill” map set at the base of a beautiful mountain stream waterfall, which feeds into an industrial swamp basin community. Both teams attack through their industrial swamp communities, fighting to be the king of a shadowy bayou shipping house, which is cover for a top-secret surveillance outpost. This high intensity map provides multiple routes to the central point to guarantee vigorous battles as the point changes hands during game play.

Special thanks to the penny arcade test crew and xzzy, for the great gmod picture(used in poster).

Thanks and enjoy.

Change Log to RC:

Change log:

-Expanded spawn room ceiling and visuals

-Map now works for Direct X 81 users

-removed gator cutout

-added small health/ammo under control point building

-added planks to loft on red & blu building for easier access to engineers

-adjusted crane height holding up boats to allow access to adjacent roofs

-adjusted water depths slightly

-changed metal textures on blue buildings to remove black stripes

-added "moonshine poster" overlay

-added moonshine pictures to objectives page at map open

-removed/adjusters various overlays/signs

-adjusted layout of the 3d skybox

-changed various textures

-reduced file size by 6mb

-improved optimization slightly

-adjusted lighting in spawn rooms and around middle buildings

-removed/changed various props

-fixed loading errors in console

-changed chimneys in spawn rooms

-changed water texture

-improved clipping

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Hey, yeah.

I ran around a bit and took some notes, can't really comment on the gameplay much since it wasn't online with players. The upper walkways overlooking the control point could do with cover for snipers though (see Viaduct for example).

In no particular order...

The stone wall texture you used on the fireplace in the spawn room just looks bad imo. I think the texture is badly made in comparison to most TF2 textures, and combined with the rough displacements you have makes it looks worse. :P

Ceilings in the spawn room are very flat, could do with some physical support beams to break it up. The lighting in the spawn rooms is also very flat. I don't know if you are using spotlights or standard lights (should be spotlights), but they cover too large of an area imo, washing it out.

Lighting from the spotlights in general is too white, i would give them a slight blue or yellow tint depending on the team side.

The lightmap resolution on the floor where you have light shining through wooden boards above could be higher to give better shadows.

There is no real indication (that I could find) that the location is built around a secret lab or base like other TF2 maps. Would just help it stick in the TF2 universe better.

The rusty corrugated iron wall textures you have on the blue side buildings is repeating vertically and looks bad.

There was a ladder halfway up the wall in one room. How do you get to the ladder? Another ladder? :wink:

Various props are inside BSP or other props slightly, or floating slightly.

I'm not usually a fan of gimmicky additions to maps, like the Alligator causing damage here. It's out of the way of the main play area though, so I guess its ok.

That's all really, only small things. Unless you feel like changing the map again I'd just keep them in mind for your next map. :)

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  • 2 months later...

Hey, yeah.

I ran around a bit and took some notes, can't really comment on the gameplay much since it wasn't online with players. The upper walkways overlooking the control point could do with cover for snipers though (see Viaduct for example).

In no particular order...

The stone wall texture you used on the fireplace in the spawn room just looks bad imo. I think the texture is badly made in comparison to most TF2 textures, and combined with the rough displacements you have makes it looks worse. :P

Ceilings in the spawn room are very flat, could do with some physical support beams to break it up. The lighting in the spawn rooms is also very flat. I don't know if you are using spotlights or standard lights (should be spotlights), but they cover too large of an area imo, washing it out.

Lighting from the spotlights in general is too white, i would give them a slight blue or yellow tint depending on the team side.

The lightmap resolution on the floor where you have light shining through wooden boards above could be higher to give better shadows.

There is no real indication (that I could find) that the location is built around a secret lab or base like other TF2 maps. Would just help it stick in the TF2 universe better.

The rusty corrugated iron wall textures you have on the blue side buildings is repeating vertically and looks bad.

There was a ladder halfway up the wall in one room. How do you get to the ladder? Another ladder? :wink:

Various props are inside BSP or other props slightly, or floating slightly.

I'm not usually a fan of gimmicky additions to maps, like the Alligator causing damage here. It's out of the way of the main play area though, so I guess its ok.

That's all really, only small things. Unless you feel like changing the map again I'd just keep them in mind for your next map. :)

Thanks for taking the time to look at the map and give feedback. An RC version is coming out soon and will include many other small changes (including your feedback) and an update to the swamp water that will now allow DX 81 users to play the map.

Thanks again for the help.

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