KotH middle

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
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Looks great! I do, however, need to point two things before you continue in development:

-Throughout the screenshots, there seems to be some symmetry-related issues. In the second screenshot, the pile of what appears to be wood is uneven, as are the middle tower's beams. As a general rule of thumb, symmetrical gamemodes should have mirrored fields of play (or at least fields of play clipped to be symmetrical. Here's a great thread on how to mirror a map properly.
-Health and ammo pickups look pretty scarce throughout the map. Make sure to scatter them around logically (and edit their locations once the map is tested!).

Happy mapping!
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
Have some feedback!

I took a quick flyby in your map and some things caught my eye. (I'll others some bandwidth by posting them as links instead of pics)

http://i.imgur.com/m11ouQal.png
First of all, the "obvious" route from spawn leads to a flank. Walking straight towards the nearest building eventually leads to the flank path down. Basically, it makes the flow feel clunky.

http://i.imgur.com/HhYBxRm.png
The fastest way to mid is to go left from spawn. This really feels odd, as you'd expect the flank route to be there. Making the ramp on the left more attractive would really help the map flow better. Just another thing to consider.

http://i.imgur.com/jIsQI9bl.png
It's good that you have these soon-to-be crates clipped smooth! Also, there's a mysterious lamp sticking out from the ground.

http://i.imgur.com/x7Ln2sSl.png
The indoor areas might be too confusing for some. The turns you take inside really disorientates the player (especially at this ramp here)

http://i.imgur.com/yWxVkEFl.png
http://i.imgur.com/9XKh2ZJl.png
http://i.imgur.com/RwFiC7Pl.png
Some ceilings are a bit too low (under mid and on the top floor indoors)

http://i.imgur.com/yMIwBMAl.png
The bounding walls could be raised a bit, just to make it more obvious that you can get there. For instance, at mid, when you stand on the container you are higher up than the walls. Raising them temporarely makes it so much more obvious not trying to rocketjump over them. It also help with...

http://i.imgur.com/iGM0tUal.png
Optimization! Though it's a bit pointless to point this out at _a1 but I believe you render the whole mid from here, which may or may not cause some unnecessary lag. The frames won't drop on an empty server, but given 6-12 players being rendered with their unusual hats on point, the frames may dip a bit.

http://i.imgur.com/ZrHsMNOl.png
Just to nitpick some more. I see a nodraw here!

Do submit this map to a gameday/imp sometime. I'd like to try it out to see how it plays.

Looks great! I do, however, need to point two things before you continue in development:

-Throughout the screenshots, there seems to be some symmetry-related issues.

This is not a must, IMO. A bit of asymmetry, as you have in your map, is fine in my books!

-Health and ammo pickups look pretty scarce throughout the map. Make sure to scatter them around logically (and edit their locations once the map is tested!).

There was two medium combos at middle + a small and a medium health kit, which I actually think is too much! Elsewhere, I don't know.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
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1,849
This is not a must, IMO. A bit of asymmetry, as you have in your map, is fine in my books!

What do you mean? My map (cp_talon) is A/D, an asymmetrical gamemode!

Oh, and by the way, thanks for clarifying some stuff up about the map.
 

ZeGermanMedic

L1: Registered
Sep 10, 2014
24
8
Have some feedback!

I took a quick flyby in your map and some things caught my eye. (I'll others some bandwidth by posting them as links instead of pics)

http://i.imgur.com/m11ouQal.png
First of all, the "obvious" route from spawn leads to a flank. Walking straight towards the nearest building eventually leads to the flank path down. Basically, it makes the flow feel clunky.

http://i.imgur.com/HhYBxRm.png
The fastest way to mid is to go left from spawn. This really feels odd, as you'd expect the flank route to be there. Making the ramp on the left more attractive would really help the map flow better. Just another thing to consider.

http://i.imgur.com/jIsQI9bl.png
It's good that you have these soon-to-be crates clipped smooth! Also, there's a mysterious lamp sticking out from the ground.

http://i.imgur.com/x7Ln2sSl.png
The indoor areas might be too confusing for some. The turns you take inside really disorientates the player (especially at this ramp here)

http://i.imgur.com/yWxVkEFl.png
http://i.imgur.com/9XKh2ZJl.png
http://i.imgur.com/RwFiC7Pl.png
Some ceilings are a bit too low (under mid and on the top floor indoors)

http://i.imgur.com/yMIwBMAl.png
The bounding walls could be raised a bit, just to make it more obvious that you can get there. For instance, at mid, when you stand on the container you are higher up than the walls. Raising them temporarely makes it so much more obvious not trying to rocketjump over them. It also help with...

http://i.imgur.com/iGM0tUal.png
Optimization! Though it's a bit pointless to point this out at _a1 but I believe you render the whole mid from here, which may or may not cause some unnecessary lag. The frames won't drop on an empty server, but given 6-12 players being rendered with their unusual hats on point, the frames may dip a bit.

http://i.imgur.com/ZrHsMNOl.png
Just to nitpick some more. I see a nodraw here!

Do submit this map to a gameday/imp sometime. I'd like to try it out to see how it plays.



This is not a must, IMO. A bit of asymmetry, as you have in your map, is fine in my books!



There was two medium combos at middle + a small and a medium health kit, which I actually think is too much! Elsewhere, I don't know.

1/10-Mapper Here, :p
Okay, i am positivly surprised to see that kind of detailed feedback! Of course nothing here is finished...

1. I maybe take a better look at the "flow" of the route in the coming time.
2 I will make the ramp stick out more for sure
3. The Indoorareas certainly need some work, is dont really like the myself for now, same thing for the room height.
4. Bounding walls should be bigger, i can agree with that.
5. Wtf is Optimisation? No seriously, since many things will probably still get pushed around and worked on, etc, there is no optimisation yet.

ZeG

PS: You suck, Lampmodels sticking out of the ground are awesome. :laugh:
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
A little bit of asymmetry in a symmetrical gamemode is fine as long as it doesn't give one team a distinct advantage; look at Harvest, for example.
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
A little bit of asymmetry in a symmetrical gamemode is fine as long as it doesn't give one team a distinct advantage; look at Harvest, for example.

Wat. Harvest is asymmetrical? Are you sure? Then again, it took me over 1000 hours to realize Sawmill was asymmetrical.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Wat. Harvest is asymmetrical? Are you sure? Then again, it took me over 1000 hours to realize Sawmill was asymmetrical.

In the shed housing the control point, there are props that you can stand on in only 3 of the corners, and all of the props have different collision.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Noted.