KotH Pit

Wael

L1: Registered
Dec 20, 2009
16
1
My KoTH highlander contest entry, gonna be set in a cave/mine type thing.
 
Last edited:

phi

aa
Nov 6, 2011
832
1,815
This is a map

I would have never figured that out on my own :O

Anyways, overall it looks promising for an a1.
Lighting seems overly dark though. Might want to ramp up those values.
 

Wael

L1: Registered
Dec 20, 2009
16
1
I would have never figured that out on my own :O

Anyways, overall it looks promising for an a1.
Lighting seems overly dark though. Might want to ramp up those values.
Yeah I wasn't sure if I'd be able to work it on it so I wanted to get something up before the deadline, so this is the proper first alpha.
 

phi

aa
Nov 6, 2011
832
1,815
Alright, I sailed through this map with a couple friends and here is the consensus:
It's a pretty good map, no huge sightlines (good) and very nice geometry.

Here's some suggestions:
The doors coming out of spawn are a little slow, I bump into them as scout as I come out. Change their speed to around 600, because that's what I've found works best.
Yard (the area before mid) is a little small, might want to lengthen it a bit (but don't clutter it more) for easier regrouping.
The little area that seems like it will be a vent next to the point is a little difficult to get into with any class besides scout, but maybe that's the point.
Lastly, there seems to be little metal on the map, however in my eyes this is a good thing since koth maps like Viaduct tend to have less metal than health.

Otherwise, we had a fun time and look forward to the next version.

Cheers, if you need screenies of specific areas just ask.
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
It was pretty much a big spam fest in today's playtest. There was just no flow, no rhyme or reason to the decisions people made. The walkway/platform thing in the middle of each yard seemed to see the most dedicated, thoughtful use.
 

Wael

L1: Registered
Dec 20, 2009
16
1
Here's some suggestions:
The doors coming out of spawn are a little slow, I bump into them as scout as I come out. Change their speed to around 600, because that's what I've found works best.
Yard (the area before mid) is a little small, might want to lengthen it a bit (but don't clutter it more) for easier regrouping.
The little area that seems like it will be a vent next to the point is a little difficult to get into with any class besides scout, but maybe that's the point.
Lastly, there seems to be little metal on the map, however in my eyes this is a good thing since koth maps like Viaduct tend to have less metal than health.
I'll speed up the door and stretch out the yard and other areas as well also I'll widen and lower the vent thing, maybe that'll give it more importance.
It was pretty much a big spam fest in today's playtest. There was just no flow, no rhyme or reason to the decisions people made. The walkway/platform thing in the middle of each yard seemed to see the most dedicated, thoughtful use.
I'm thinking of axing one of the lower side passage since it didn't seem to serve much purpose and open up the control point area a little.
Oh and adding a good sentry position somewhere but that looks like it might be problematic.
Anyway this is my first KoTH map and it's not a gametype I play a lot so I really appreciate the help.
 

Wael

L1: Registered
Dec 20, 2009
16
1
New alpha up, tried to address the main issues brought up during the play test like the map being too hectic and too narrow.