KotH cargo

yoghurt

L1: Registered
Aug 2, 2013
47
86
Map filename: koth_cargo_a3.bsp
(images outdated)

A new koth map of mine featuring: 2 trains and weirdly shaped buildings!

I know there is a lot of koth maps going around but i will try to keep this interesting as well as i can :)
I also want to thank everyone who has been giving me feedback and also the guys in the chat for answering my questions ^^
 
Last edited:

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
Looks good, very nice geometry, but you might want to change the name to something else. Cargo has been used a ton of time already.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
koth_cargobeepbeep
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I'm not sure if Nucleus is a good example of a koth map; it works extremely well as an Arena map because players tend to flow around mid and ignore the point, but IMO isn't that good a koth map for the same reason. However, I have no idea what you're planning to do with this, so I'll hold off criticism until I actually play it. I do have to say, though, the geometry looks very cool; I'm especially liking the tracks and the fact they aren't orthogonal to the grid.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
I'm not sure if Nucleus is a good example of a koth map; it works extremely well as an Arena map because players tend to flow around mid and ignore the point, but IMO isn't that good a koth map for the same reason. However, I have no idea what you're planning to do with this, so I'll hold off criticism until I actually play it. I do have to say, though, the geometry looks very cool; I'm especially liking the tracks and the fact they aren't orthogonal to the grid.

Nucleus is my favorite map. It's playable like hightower or sawmill. You just come to have a good time :)
 

yoghurt

L1: Registered
Aug 2, 2013
47
86
Looks good, very nice geometry, but you might want to change the name to something else. Cargo has been used a ton of time already.
Thanks :)
It was even surprisingly easy to get it all sealed properly actually.
koth_cargobeepbeep
Call it "platform" perhaps?
regarding the name. Cargo is just temporary and i will probably find a better name when i start figuring out the right theme for the map.

Very nucleus-style playing, I would certainly play it.
I'm not sure if Nucleus is a good example of a koth map; it works extremely well as an Arena map because players tend to flow around mid and ignore the point, but IMO isn't that good a koth map for the same reason. However, I have no idea what you're planning to do with this, so I'll hold off criticism until I actually play it. I do have to say, though, the geometry looks very cool; I'm especially liking the tracks and the fact they aren't orthogonal to the grid.

I didn't really go after a nucleus-like map but i can see how it might play a bit like it. I think there is better cover on the way to the point in my map though.
I guess we would have to test it to really know :)
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
Interesting map, I like all the curves. The point has some serious sight line issues though and looks like it will be overwhelmed with rockets and snipers. Also, the ability to build on top of all the roofs can quickly lead to frustration from wrangled sentries.

A suggestion for mid, maybe remove the moving trains and place boxcars on the tracks to block some of the sight lines. Also remove the boards from the lower roof to the higher roof around mid, and add a func_nobild up there so engies can't build there if they sentry jump up there. Also, maybe flesh out the tunnels under the point a bit more.
 

yoghurt

L1: Registered
Aug 2, 2013
47
86
Interesting map, I like all the curves. The point has some serious sight line issues though and looks like it will be overwhelmed with rockets and snipers. Also, the ability to build on top of all the roofs can quickly lead to frustration from wrangled sentries.

A suggestion for mid, maybe remove the moving trains and place boxcars on the tracks to block some of the sight lines. Also remove the boards from the lower roof to the higher roof around mid, and add a func_nobild up there so engies can't build there if they sentry jump up there. Also, maybe flesh out the tunnels under the point a bit more.

Thanks for the feedback :)
I agree that i have to do something with the roofs i honestly hadn't really thought about crazy wrangler sentries yet. But most of the roofs are player clipped though so i guess it's mostly the roofs over the train tracks you mean?

When it comes to the sight lines i'm not sure that i agree with you. Sometimes long sight lines can be a real problem and sometimes not. A lot of maps have really long sightlines (like Harvest or Nucleus) so i guess it's not that bad a thing.

I really don't think i will know for sure wether the sightlines will be a problem until i get the map tested with some more players than just me and my friend. I've actually been looking for a opportunity to get the map tested the past 2 weeks but it seems like i'm always too late for the events.
 

Bull

L4: Comfortable Member
Aug 30, 2011
193
144
Looks very interesting, I love the curved buildings in front of the spawn; having players choose left or right reminds me a bit of Nucleus indeed, and I like Nucleus. Until everyone of the other team get to my spawn. :(