Koth_Powercore

KotH Koth_Powercore B2

SparkyShock

L3: Member
Feb 6, 2016
125
14
KotH_Prefab - First alpha, Gameplay feedback time

A map set in a sorta power facility.
This is a map that will be comp based for Highlander. I would appreciate gameplay feedback for the most part, detail and nitpicks will be a low priority.
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
so i gave it a run and i have to say not bad for your second map! but you are not out of the woods yet.
i'm now going to list a few issues i found

1: it's a bit hard to tell what the setting is, now i know this is a1 and it shows so don't worry about this one

2:i gave it a play with bots (i strongly suggest you get it properly tested) and it seemed a bit too
straight, there are very few spy routes, and no matter what path i take it feels straight and not very interesting, now this is again not
a big issue but only time and testing will tell

3:i don't know if the rocks are supposed to be unclimbable
but it is impossible to climb them

now i too am very new to this which is why i insist you get this tested on the us or eu servers


and now to lighten the mood, a picture of 2 bots baffled by the complexity of this map!
20160905213812_1.jpg
they are truly mystified!
 

Lovres

Level -1: Prenatal Member
Jan 25, 2015
51
21
I appreciate your ambition to make a map focused for competitive play however I don't think it would be a wise decision to do this for countless amount of reasons, the main one being is that the competitive community isn't very accepting of map makers trying to make maps for competitions, it's extremely rare for that to happen and even then only expert mappers have been accepted into the mapping community. Another issue is balancing as there are times where a map can be focused well for competitive but poorly for pub play. You should try focus on developing your map for community play, and if it does get picked up by a league then make changes accordingly :)
 

Anguish

L2: Junior Member
Jan 24, 2016
94
4
There are certain things a map needs to be good for highlander. It's pretty ambitious to make one straight away, like Lovres up there said, but as a silver (not very prestigious, but I know what I'm saying) player, I can give you a few guidelines.
- Engineers need to have at least one safe dispenser spot near the point, and a few teleporter spots a bit further back.
- The medic needs a safe place to stand for every push route
- At least 2 push routes. These are chokey areas that the combo can stand in and prepare to push. e.g Product's grass
- As a general rule of thumb, if it takes less than 10 seconds for a scout to reach the midpoint, your map is a bit cramped.

That's all I can think of right now, and hopefully something to take into account.
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
so i gave it a run and i have to say not bad for your second map! but you are not out of the woods yet.
i'm now going to list a few issues i found

1: it's a bit hard to tell what the setting is, now i know this is a1 and it shows so don't worry about this one

2:i gave it a play with bots (i strongly suggest you get it properly tested) and it seemed a bit too
straight, there are very few spy routes, and no matter what path i take it feels straight and not very interesting, now this is again not
a big issue but only time and testing will tell

3:i don't know if the rocks are supposed to be unclimbable
but it is impossible to climb them

now i too am very new to this which is why i insist you get this tested on the us or eu servers


and now to lighten the mood, a picture of 2 bots baffled by the complexity of this map!
20160905213812_1.jpg
they are truly mystified!
Thank you for your feedback, yes the rocks are made to be climbable, must of been too used to crouch jumping and strafing to think of simpler ways of getting up.
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
There are certain things a map needs to be good for highlander. It's pretty ambitious to make one straight away, like Lovres up there said, but as a silver (not very prestigious, but I know what I'm saying) player, I can give you a few guidelines.
- Engineers need to have at least one safe dispenser spot near the point, and a few teleporter spots a bit further back.
- The medic needs a safe place to stand for every push route
- At least 2 push routes. These are chokey areas that the combo can stand in and prepare to push. e.g Product's grass
- As a general rule of thumb, if it takes less than 10 seconds for a scout to reach the midpoint, your map is a bit cramped.

That's all I can think of right now, and hopefully something to take into account.
Thank you for the information, I will definitely think about what you said. I want to at least make this map viable for comp layout wise.
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
I appreciate your ambition to make a map focused for competitive play however I don't think it would be a wise decision to do this for countless amount of reasons, the main one being is that the competitive community isn't very accepting of map makers trying to make maps for competitions, it's extremely rare for that to happen and even then only expert mappers have been accepted into the mapping community. Another issue is balancing as there are times where a map can be focused well for competitive but poorly for pub play. You should try focus on developing your map for community play, and if it does get picked up by a league then make changes accordingly :)
I guess I am being a bit over ambitious, I have a problem with thinking big and feeling disappointed when I can't deliver. Thank you for giving me a word of reason. Will try my best, but I still want to try and make the map viable for comp.
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
Lots of changes this a2. First off, Added a new building on the sie of point and added a little garage behind Tank.
Secondly, i added spectator camera in the map and they are team coordinated. I also made the rocks player clipped so they should be easier to climb.
Removed the old under-the-point route since it didnt have much purpose.
Added some more details to get the feel of the map down for people.
Lots more to do but hopfully these changes were for the better.
Oh, also no more super bright map.


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SparkyShock

L3: Member
Feb 6, 2016
125
14
why is it named koth_prefab? Sounds like you forgot to change the name of the file .-. maybe koth_prepower?
I havnt thought of a name yet, i picked prefab because i couldnt think of anything. It was also the name of a failed map i had, so i just reused the name.
 
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The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
Just because of the way the map is mirrored this cannot be comp
Hit ctrl-l or I on one side until one of them is properly mirrored
 
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The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
After Imp I have much better thoughts on this map
The only issues I have are how unnatural it feels accesses the flank routes right out of spawn, due to a lack of space and the sniper fences
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
After Imp I have much better thoughts on this map
The only issues I have are how unnatural it feels accesses the flank routes right out of spawn, due to a lack of space and the sniper fences
Yeah, I am removing those fences. I had them there because of fear of spawn camping but now I see how much I was limiting the players out of spawn. Thank you for your feedback on the development of koth_prefab (or maybe another name...)
 

SparkyShock

L3: Member
Feb 6, 2016
125
14
After some imp testing i have changed the map.
The connector on the left side of Blu had been edited to not seem so narrow.
A new drop down has been added in lobby to not make the map feel separated
Raised the height of a few cielings that interfered with rocket jumps
Added a tf2maps easter egg
Changed Tank room to be sorta all one room, will be changed
Now you can get ontop of point from Tank as well as from heaven
Removed sniper fences over by spawn to make it feel less cramped
Detailed main courtyard a bit

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SparkyShock

L3: Member
Feb 6, 2016
125
14
Welp, this is what i believe to be the final alpha for this map.
I feel like the layout is finalized and is ready for beta.
But untill it is tested, here is the new changelog.
- Added a new route to Big Building from the route outside the small door from spawn
"I recieved feedback that the point was too hard to recapture because of the height, so i added the route in hopes that it will help the problem"
- Fixed sightlines to spawn from near the middle of the point.
"Obviously something that needed to be changed"
- Added more textures.
- "Balanced" the metal and ammo in Big Building
- Made the roof nobuild (sorry Engies)
" Sentries were a big pain on top of the point and were hard to kill, so i made the roof nobuild"
- Added more details to the map.
- Added a gate to the main connector outside spawn
"Am planning on reworking the area outside spawn when the map is in beta because i feel like it is empty and boring. Maybe will make the building extend to the walls to make it seem like a full building."
- Added a TF2maps reference (whoever finds it gets a cookie)
- Removed random crits.

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