layton

Juice

L4: Comfortable Member
Feb 17, 2008
176
8
!!!KOTH_LAYTON B6!!!

Name: KOTH_LAYTON
Version: B6

1.0 *** How to install the map ***
To install the map you must extract the maps-folder into the following directory:
C:/Programs/Steam/SteamApps/your_accountname/team fortress 2/tf

2.0. *** Background Informations ***
Welcome to the wonderful world of Layton! A small forest-village themed, symmetrical map that is bound to have you playing for a bit! Go ahead, give it a try. I thought I would go at mapping and try and finish an actual map again (my last map being cliffhanger).


5.0. *** Notes ***
- Critique would be nice.
 
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Peterm

Banned
Jun 1, 2009
171
8
Looks very good although more screenshots and where's the point???

An overview wud b nice :0
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Is it meant to be the 'tower' from professor Layton? If so, do you solve puzzles on your way up the tower?
 

Juice

L4: Comfortable Member
Feb 17, 2008
176
8
The height in this looks awesome, can players get that high, or is it just scenery?

Also, the line of sight in screenshot 2 looks like a sniper's dream, consider something to break up the straightness.

This is a SMALL map, if a sniper did make it to that area he would be obliterated. It's pretty fine actually.
 

Vander

L8: Fancy Shmancy Member
Feb 16, 2008
506
215
Hah! I just finished up Professor Layton and The Curious Village last night.
 

Tinker

aa
Oct 30, 2008
672
334
Ah, so it actually was Prof. Layton you were referring to :p

The tower looks great, well done!
 

Tinker

aa
Oct 30, 2008
672
334
Alright, downloaded it and looked around;

There seems to be lots of health scattered around the map. Far too much even, I'd say, especially around the point itself. Try putting smaller healthpaks around the points, and bigger ones back near the base, so people have a reason to retreat every once in a while (otherwise the fight will just end in one team taking the point and keeping it).

Most rooftops are accessible, however, only to Scouts, Demomen and Soldiers. Now, for town-like maps, rooftopwalking is one of the big pleasures of everyone. Make a few a little more accessible! Also, the rooftop above the capture point is only for a part accessible to Soldiers and Demomen. Either block it off totally or have it totally accessible.

The area around the cap itself seems rather bland. There are some big sightlines here, and I doubt the area that goes behind the fence on the left and right of the tower will be used much. I'd suggest putting some interesting buildings there that make for good bases for assaulting the cap.

Maybe make the tower a little more sinister? In Layton, the tower has about this colour, bit seeing as it's not a night map, it doesn't look very creepy at all. Have it look more rickety and like it can fall down at any moment.

Hope that helps!
 

Juice

L4: Comfortable Member
Feb 17, 2008
176
8
Alright, downloaded it and looked around;

There seems to be lots of health scattered around the map. Far too much even, I'd say, especially around the point itself. Try putting smaller healthpaks around the points, and bigger ones back near the base, so people have a reason to retreat every once in a while (otherwise the fight will just end in one team taking the point and keeping it).

Most rooftops are accessible, however, only to Scouts, Demomen and Soldiers. Now, for town-like maps, rooftopwalking is one of the big pleasures of everyone. Make a few a little more accessible! Also, the rooftop above the capture point is only for a part accessible to Soldiers and Demomen. Either block it off totally or have it totally accessible.

The area around the cap itself seems rather bland. There are some big sightlines here, and I doubt the area that goes behind the fence on the left and right of the tower will be used much. I'd suggest putting some interesting buildings there that make for good bases for assaulting the cap.

Maybe make the tower a little more sinister? In Layton, the tower has about this colour, bit seeing as it's not a night map, it doesn't look very creepy at all. Have it look more rickety and like it can fall down at any moment.

Hope that helps!

The reason for many healthpacks is that we played on a 32 player server and the packs I had around were not sufficient enough for playing because it seemed like there was none. But, I will look into that idea once again for the next beta.

I only blocked up the rooftops due to the fact that I was scared snipers would have access to the roof and it would turn into a sniper war. But, again, I will look into making more access to the roof and blocking off that Layton tower completely. I figure it would be bad for a demoman to lock down the cap just from the roof.

Hmm, I couldn't really figure out what to fit into the space beside the tower, Do you say I should remove the trees and build a building there? Or could you possibly draw about where they would be reasonable?

I also saw that the tower wasn't like that either, it just still looks like it does when I first made it and the detail wasn't really added in yet.

Thanks for the awesome feedback though! Maybe you could help me out with my questions.
 

Tinker

aa
Oct 30, 2008
672
334
A large amount of healthpaks is fine (especially seeing as you often put them in dead ends and corners, which means they're dangerous spots to be in) but you might want to shuffle the amounts a little. For example, the medium healthpak on the second floor of the tower would make for easy camping on there, while you ALREADY got a height advantage. What you want for a KotH map is that if a team is damaged enough, they retreat a little and the other team has a chance to take it back. Hence, bigger healthpacks at the back, small ones at the frontlines.

Note that I just hopped around your map as a few classes on my own, so I can't really tell if all this is true. Submit it for gameday sometime :)
 

Trotim

aa
Jul 14, 2009
1,195
1,045
Critical thinking is the key to success.

That said, you should probably work on it a bit more before you submit it to a Gameday. Judging from the screenshots alone, you seem to have some lighting issues (screenshot 4 is too dark, 3 has too many lamps). Maybe you can actually start working on the displacement cliffs you got in the boundary as I don't think you will change these in any way.
The tower should totally be more crooked, too.
 

Juice

L4: Comfortable Member
Feb 17, 2008
176
8
What do you think of this?

682946.jpg
 

Zwiffle

L6: Sharp Member
Jun 24, 2008
269
161
I like the progress of this map, and hope it turns out well. I'll see if I can get in on the next Game Day to offer some actual useful feedback.