KotH ultiduo_assembly

Benroads

L1: Registered
Aug 10, 2015
15
6
Assembly is an ultiduo map designed to play more like the original map (koth_ultiduo_r_b7) than some of the newer maps such as baloo. Currently still playtesting the general layout to ensure the gameplay will be the best it possibly can. I'm not exactly sure where ultiduo maps should go on this forum as technically it is a KotH map but obviously it would be quite different than a majority of the ones posted here.

Would love some feedback on the general layout and detailing/lighting (soonish?). Currently working on the lighting for the outside area and as this is my first night map it's providing to be a bit more difficult than I had anticipated.

note: screenshots are from currently unreleased a7, the only major changes are the lighting outside and a few props added. a7 should be out sometime later this week once I get a bit more testing in.

teamfortress.tv Thread: http://www.teamfortress.tv/27234/ultiduo-assembly
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
This should be under Non-Standard Maps.
 

Benroads

L1: Registered
Aug 10, 2015
15
6
This should be under Non-Standard Maps.

That is what I thought but based on this post in the nonstandard maps section:

Non-standard maps are maps that do not focus on the standard gametype objectives. Typically they are fuelled by sourcemod plugins to run correctly, and have dedicated servers with their own communities. Popular variations include: jump, surf, deathrun, versus saxton hale, prophunt, dodgeball. If your map uses a variation of an existing official gamemode mechanic, but still revolves around ground-combat to complete these objectives, then it would probably not be a non-standard map.

Ultiduo was not actually mentioned at all in the list following the quote and of the 4 Ultiduo maps that I found on this site 3 of them were tagged as I did mine with only one being in the non standard maps section. Honestly I don't think it makes a huge difference what section it's placed in since it doesn't really seem to fit either section perfectly but generally fits a lot better with this category.
 

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
I used to play ultiduo quite a bit, and based on my experience this map seems pretty small. Based off of the screenshots alone, I think you need more space leading up to the control point, because right now the entire map seems to be the area surrounding the point itself.
 

Benroads

L1: Registered
Aug 10, 2015
15
6
I used to play ultiduo quite a bit, and based on my experience this map seems pretty small. Based off of the screenshots alone, I think you need more space leading up to the control point, because right now the entire map seems to be the area surrounding the point itself.

It's somewhat meant to be small so that the attackers don't have to close a lot of ground before they can actually take a fight with the defenders. I've scaled the map down once or twice in development already because people felt that the map was too large and it was too easy to hold back and just spam the point and that lead to pretty boring games. I've considered having the bottom door be slightly recessed but it would make going out of there really bad since you could just get bounced around and stuck quite easily.

If possible could you be a bit more specific with areas you think should be larger?
 

Benroads

L1: Registered
Aug 10, 2015
15
6
Updated to a7, mostly minor changes to the upper area along with some basic lighting changes.