View Full Version : KoTH_Staging goes BETA
Nosher
10-13-2009, 08:22 PM
New home eh guys?
Well, have a house warming pressy on Nosher........
Lots of changes from A3 - including...
1) Train starts in the middle and only moves when capped at the start of the round...
2) You can build on the tracks BUT the train will destroy Engineers stuff if it moves over it...
3) Spawn rooms now designed on the lower level - the upper Battlements exit is now far more obvious as a result.....
4) Optimization and additional clipping done...
DOWNLOAD (http://forums.tf2maps.net/downloads.php?do=file&id=2681&act=down)
privateer0506
10-14-2009, 09:01 AM
had alittle trouble with the download you used here but the one on fpsbanana was fine
netwalker
10-15-2009, 04:21 PM
Is that your map? Just asking because I love to map.
Bonemasher
10-16-2009, 03:03 AM
I look forward to playing it, the last version is one of the few koth maps I like.
sweet can't wait to see it!:o
netwalker
10-16-2009, 02:21 PM
Precha-che!
Nosher
10-18-2009, 08:31 PM
The map has had some testing - spotted a few issues.
I am now working on the update - soundscapes will be in there as well as a clipping issue that was found - that will be sorted.
An imbalance was also highlighted - it is for Engineers and will be sorted in the next version.
Nosh.
Djinn
10-18-2009, 08:47 PM
the map is good overall, i did not see any flaws :)
Kaito
10-18-2009, 10:15 PM
Yeah, I liked it a lot. Though, personally, I would want a little more sniper room, but it's fine as is. I like the new spawn better.
CookiesForBreakfast
10-20-2009, 11:22 AM
I think the map's cool and all, but I don't have much fun playing it as a spy, which is the class I play the most. I like it when there are some alternate routes to take to get behind the enemy instead of having to run through the main force, which makes it harder to sneak behind people and kill then. When I'm other classes, though, like an engineer, it's pretty neat. :)
Brains
10-20-2009, 11:25 AM
I think the map's cool and all, but I don't have much fun playing it as a spy, which is the class I play the most. When I'm other classes, though, like an engineer, it's pretty neat. :)
well then I guess I'll love this map if cookies doesn't like playing spy in it :D he seems to always pick me out of a crowd to backstab and never anyone else :evil: my few deaths a map always seem to come from cookies as a spy...
nAtr0n
10-20-2009, 11:38 PM
Don't feel bad brains he does this to almost all of us.... :P
CookiesForBreakfast
10-21-2009, 05:37 PM
Just doin' my job; keeping my team safe. :)
Nosher
10-27-2009, 03:36 PM
...just thought I would let you guys in on the changes for the next release of KoTH_Staging......
It is also a chance for you to make suggestions and I will see what I can do about putting some of them in.
I have made the play area longer and more expansive - also added a loco to each end of the train cart so it doesn't look like it moves by magic!
I have also got rid of some dodgy player clip - as you run out of the spawn rooms and head left, you always get caught if your left shoulder is against the wall going up - thats gone now...
Here are some screenies......
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-10-2718-28-43-31.jpg
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-10-2718-28-53-31.jpg
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-10-2718-29-04-04.jpg
Feedback welcome
Nosh.
Kaito
10-27-2009, 03:58 PM
Interesting, I can't wait to try it out.
Homfry
10-28-2009, 01:36 AM
Those trains actually look really cool. less of a sniper/spamfest
I definitely cannot wait to play it
Nosher
10-29-2009, 07:21 PM
Those trains actually look really cool. less of a sniper/spamfest
I definitely cannot wait to play it
Heh - thanks mate!
Just released a teaser trailer of B3 that is so almost there!!
YouTube - KoTH_Staging_B3 - teaser
Feedback would be welcome... :)
Nosh
PS - Exodus OF COURSE gets a thanks at the end!! :)
nAtr0n
10-29-2009, 08:15 PM
The video is nice and thx for the props in the video
Nosher
11-01-2009, 10:12 PM
KoTH_Staging_B3 now released.....
Get the latest version (B3) here (http://forums.tf2maps.net/downloads.php?do=file&id=2813&act=down)
And on FPS Banana here (http://www.fpsbanana.com/maps/111717)
Changes from B2 are:-
Main playing area much wider
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-11-0201-28-00-93copy.jpg
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-11-0201-28-15-28copy.jpg
Addition of a BLU and RED loco
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-11-0201-29-09-07copy.jpg
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-11-0201-30-34-21copy.jpg
New high vantage point overlooking both ends of track...
Additional eye candy (non playable rooms)
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-11-0201-27-49-82copy.jpg
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-11-0201-28-32-95copy.jpg
Enjoy and please leave feedback....
Nosh
Nosher
11-03-2009, 07:17 PM
B4 released - it seemed that that the textures were not uploaded.
Same links for download.
Cheers
Nosh.
I do like this map a lot! Keep up the good work
un-kool-aid-man
11-11-2009, 05:45 PM
I was just going to post that I loaded this up (B3) on my LAN server and was missing the second train texture, so thanks for B4.
It's a GREAT map!
BTW, do you have plans for the barricaded door in the RED spawn?
Nosher
11-12-2009, 05:45 PM
Development update..........
Your thoughts??
YouTube- KoTH_Staging - Development
nAtr0n
11-12-2009, 06:41 PM
wow nice I can't believe how much this map has grown and grown. The attention to gameplay has been amazing and so refreshing. There are so many pretty maps out there that are just not playable at all. It is just great to see how much time you put in on suggestions that are given. Thanks for what promises to be a great final product!
PS Love the light it def makes the map Pop!!
Nosher
11-14-2009, 02:01 PM
I was just going to post that I loaded this up (B3) on my LAN server and was missing the second train texture, so thanks for B4.
It's a GREAT map!
BTW, do you have plans for the barricaded door in the RED spawn?
Thanks for the feedback - as for the Red base (and Blu base) doors, I was considering making the lower doors into the base team only, but the top door still wide open.....
....just running the pros and cons thru my head at the moment.... :smile1:
Thanks for the feedback...
Nosh.
Hey Nosher, I have one suggestion with the map, and that is to maybe spruce up the first rooms right out of the spawn room. They're a bit bland and boxy, and it makes it a bit boring to get to the other end of it (which also seems pretty long to me).
Keep up the good work, it definitely looks cool in the sunlight :)
Nosher
11-15-2009, 10:58 AM
Hey Nosher, I have one suggestion with the map, and that is to maybe spruce up the first rooms right out of the spawn room. They're a bit bland and boxy, and it makes it a bit boring to get to the other end of it (which also seems pretty long to me).
Keep up the good work, it definitely looks cool in the sunlight :)
Could you take a screenie and draw over it what you mean?
Cheers for the feedback
Nosh
un-kool-aid-man
11-18-2009, 02:12 PM
Hey Nosher, I have one suggestion with the map, and that is to maybe spruce up the first rooms right out of the spawn room. They're a bit bland and boxy, and it makes it a bit boring to get to the other end of it (which also seems pretty long to me).
I agree and although I don't have many ideas for you, maybe even some stacked boxes or water or something, because I've been on the BLU team and RED players make it back to that room and just have a field day running free in the open area. Maybe some simple obstacles might help the team just coming out of spawn.
Just a thought!
Nosher
11-22-2009, 11:38 AM
All,
Here is the latest development work - feedback would be appreciated...
YouTube- KoTH Staging - Development Update #2
Nosh
Homfry
11-22-2009, 01:56 PM
the vents look pretty interesting.
I can't wait to play it.
The only thing I don't like is that poster in front of blues spawn. The red version seems to be the red circle which is classy. The one in front of blue just seems a little cheezy to me.
but other then that it looks great
Nosher
11-22-2009, 06:30 PM
the vents look pretty interesting.
I can't wait to play it.
The only thing I don't like is that poster in front of blues spawn. The red version seems to be the red circle which is classy. The one in front of blue just seems a little cheezy to me.
but other then that it looks great
The floor one has been replaced - just uploaded the latest version, but I haven't advertised it just yet - needs a fresh set of eyes to run around it....
Tell me what you think and would really welcome some feedback (as ever!!)
Cheers
KoTH_STAGING_B5 - test (http://forums.tf2maps.net/downloads.php?do=file&id=2858&act=down)
Nosh.
OMG i found the best SG spot!! woop woop!!!
Bonemasher
11-22-2009, 07:58 PM
Finally got to play the newest version and its pretty awesome. The map has nice flow, your never walking 18 miles to get to the battle. And the point never stays captured for 3 minutes unlike a lot of koth maps. Plus it looks nice :)
Homfry
11-22-2009, 08:37 PM
I really enjoyed playing the map. However, I have a couple comments about the vents
The fact that the vents are team only are allowing them to be abused to s certain extent. One way is the fact the a demo can just sit happily on the edge of the vent and sticky the buttom. This was they can kill the other team as then just down or then can kill them when they are on the top level. And if any danger comes the demos way then they can just back up and let the vents close being perfectly safe in there vents.
I think that the SG spot snix is talking about is to build it up in the vents. This gun can shoot down and kill people and because there is no way to get to it other than that little hole in the top it is almost impossible to destroy. You would need an uber to do it and not get killed. However with an uber the engi can just back up and let the vent close protecting the sentry gun from any harm.
They only way I was able to counter these tactics was to wait for the engineer to make a teleporter from spawn to inside the vents. Then I would take it sap and stab the engi and hope I was still alive to kill the demo. While this was midly successful very soon the engineers will learn to just make the teleporter exit just outside the vent. This way it is impossible for anyone to get into the vent other then their own team. It is sort of a safehouse that people can just spam out of. This is a problem when that safe house is in the middle of the map and overlooking an important position.
Other than that I think that double train additions, the wide courtyards, and the deeper track edges, the uppper level holes, the vent (in general) and the one sided door on the bottom level of the spawm where all great additions.
Then one sided doors prevents the spawn from being easily camped if the team gets pushed back but you are still able to get to the spawn if you take the upper path. I think that this is very interesting and adds another dimension to the game.
So if the vents are made available to everyone then the demos/engi and other spam would have to worry about the occasional uber or spy that comes there way. And it actually gives the players the power to do something about the sentries and spam if they want to. Otherwise people are going to feel helpless and get annoyed with it.
I think as the map gets played more and more we will see a lot of abuse of that vent. I really think it is a good addition I would just change the limitations on it.
I think most people had a lot of fun on it despite that
Homfry
11-23-2009, 02:21 AM
I was watching the showcase video and I noticed that the blue sign faces blue spawn while the red sign would be upside down if you left from red spawn.
btw I love the the little engravings around the map. :)
Fenrir
11-23-2009, 02:41 AM
I really like the addition of the trains, it cuts down on it being a hallway-spamfest by a great deal.
I'm still not sold on the vents, to be honest, and I have yet to see them used as this omfgamazing sg spot. If they were made open to everyone, or even if the sliding doors were removed, it might be a little less one-sided.
I really like how even in a very tightly-packed map you end up having a ton of mobility with alleys and tunnels and cubbyholes. Both rounds I played of the map were very very close, which is definitely a good thing, and I really enjoyed it.
Nosher
11-23-2009, 01:39 PM
All,
What can I say??
Really useful feedback as ever! :)
Let me try and look at the points you raise..........
The vents were only ever designed as another means of negating any spawn camping in your base. The other are the doors from the front of the lower level to the base (notice the one way windows?).......
So, with that in mind, how do the following changes sound?
1) VENTS - ensure that you cannot build within them
2) VENTS - the trigger to open them needs to be moved, so the player HAS to be on top of the grate (almost) before the vent opens at warp speed, thus causing the player to drop through - you shouldn't be able to just hang around up there spamming as a result......
I also heard someone comment in game that there was too much 'clutter' - the rock, the tires etc on the outside.
I also heard someone comment on the areas around the train being bigger??
Would be interested in you views on that.
Thanks once again for your feedback - it really makes a difference to Mappers when you receive such useful stuff....
Regards
Nosh.
Nosher
11-23-2009, 04:05 PM
I was watching the showcase video and I noticed that the blue sign faces blue spawn while the red sign would be upside down if you left from red spawn.
Ahh, ok - I can sort that easy.........
btw I love the the little engravings around the map. :)
Heh - all my own work - I also added some posters I made....noticed them as well??
Nosh
Zero Hour
11-24-2009, 03:24 PM
Agreed with Homfry the vents need some work. I realize you wanted an alternative way out of the spawn but I'm not sure how else you can do it. Maybe have the vents open at a certain time rather than when someone is on it, not sure if you can even do that. That way you can drop Blue/Red at the same time in the middle and I think it'd be some crazy battles.
Between the train, yeah it's a little tight but that's great because it cuts down on demo/solly spam. I bet whoever said that plays demo and spam pills like no other.
I really liked the new version though and the rounds were super tight (which helps too). There isn't much protection to the doors coming out of spawn so when there is a team imbalance it's harder to get out. Maybe separate the doors a bit so it would take a lot more effort to attack both lower doors.
Still good job, keep it up :)
Nosher
12-05-2009, 03:36 PM
All,
Done oodles of stuff, including....
1) Changed to daylight
2) Snow themed (yeah, Xmas spirit and all that blah!)
3) Addition of team only doors - lower level front of base
4) Addition and tweak to vents - no building allowed and you are unable to spam from the grate
5) Custom signs made by me :)
Get it here (http://www.fpsbanana.com/maps/111717) or here (http://forums.tf2maps.net/downloads.php?do=file&id=2813&act=down).....
Here are a few screenies......
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-12-0518-06-35-26copy.jpg
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-12-0518-07-07-23copy.jpg
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-12-0518-07-33-99copy.jpg
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-12-0518-10-12-06copy.jpg
http://i172.photobucket.com/albums/w15/Noshdaminsk/hl22009-12-0518-18-50-67copy.jpg
MY vent better still be there, you know the one that ur talking about camping, thats where i put my Sentry GUN!! whoop!! cant wait to see it :D
Kaplan
12-05-2009, 05:32 PM
Updated the server with the latest version (B6). Anyone who play tested the map, please give Nosher any feedback or concerns.
Kaito
12-05-2009, 07:58 PM
Just from looking at the screenies, it looks beautiful. Gotta try it out.
Homfry
12-06-2009, 08:18 PM
I played the most recent version and I liked the changes that were made. Now I think I would need to play through it a few times to get a feel for anything else that may need changing. I couldn't really find anything overtly wrong with the map. I really enjoyed playing it. I've always love the idea of the dynamic koth point and the trains, I think it is well on it's way to being a phenomenal map. I think at this point it just needs to get played more so people get used to it and see if anything else crops up.
overall I'm impressed.
vBulletin® v3.8.6, Copyright ©2000-2012, Jelsoft Enterprises Ltd.