KotH Jailbird

Mrs Warboys

L1: Registered
Feb 10, 2011
6
0
KOTH_JAILBIRD

Premise
Jailbird takes place inside a secret prison facility, where humanity's most dangerous minds are held. One of the world's most feared rogue military scientists (and pro Prison Basketball players) is being held in a special cell in this facility. RED and BLU must fight for the central controls of the scientist's cell so that they can release him and use his special skills for weapons research (and his +/- on the court).

Info
This is my first ever map, so it's a bit of a learning process! Any feedback would be much appreciated, although now I am mostly focussing on gameplay and balance... mostly.

BSP Download Link: http://dl.dropbox.com/u/23699926/koth_jailbird_a1c.bsp

BZ2 Download Link: http://dl.dropbox.com/u/23699926/koth_jailbird_a1c.bsp.bz2

I've also stuck a walkthrough on YouTube:
http://www.youtube.com/watch?v=hPCBoCWXniw

Enjoy!
 
Last edited:

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
I don't like the idea of putting small walls around the control point. They could get in the way.

Though for a first map, it's looking very nice.
 

discobandit

L1: Registered
Mar 17, 2011
5
1
Can you post an overhead? Its a bit difficult to see the overall layout with those pictures.
 

Remnic

L2: Junior Member
Jan 24, 2009
95
16
It looks like screenshot 2 is ASKING for a Sniper battle.

Other than that, seems like a decent layout.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Some very large sight lines and open areas, you might want to cut back on them somehow, add some cover and maybe some doors around the central control point. Otherwise the layout of the map looks ok. Maybe change the spawn for more than one entrance, and the path around whatever is above the controlpoint looks rather thin. Also some signage wouldn't go amiss.

Otherwise, great work on your first map.

P.S. Use this for taking screenshots, just makes it look so much better.
 
Aug 10, 2009
1,240
399
I agree with flame here, I think you need to add some structure to the wide open blue/red areas, otherwise it's going to be super-long-range-combat that isn't very fun, even if you're a sniper :p

Also, there's a rather large sightline (remember that what makes sightlines lethal isn't always their length, but how well a sniper can stay there and not get shot) across the point, so capturing it may be very difficult.
 

Mrs Warboys

L1: Registered
Feb 10, 2011
6
0
Right now I've just made the basic layout, there isn't any cover. Before adding more flair and such, I'm going to wait for a test to see how the whole thing works. Don't want to get into too much detail without knowing if the whole thing works.

Just missed gameday this Friday, so I'll be waiting for the next one before I make any changes.

Thanks for the feedback so far, definitely given me food for thought and I'll start thinking of what sort of cover I can add to the cells and the yard.
 
Aug 10, 2009
1,240
399
I wasn't talking about adding crates or anything, but actually putting a building there. A really common problem for new maps is open areas and overscaling, so I'd highly advise filling that space b/c it looks quite open :p

Also, if you get someone in the chat to upload your map you can join up with impromptus
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The map was too open and your displacements were too big. You need more cover in the open areas and don't make battlements so obvious for snipers. A ledge here and there will do. Not a massive battlements all around the map really far away from combat with a defensive wall that makes it impossible to even try and shoot back. Other classes need a chance to flank snipers and the only option was to cross a massive open field and rocket jump up.