Cordova

pl

L5: Dapper Member
Mar 6, 2009
248
55
KOTH Cordova
A map by the joint efforts of Mr. Hanz and Phil.​

Gametype: King of the Hill
Recommended # of Players: 16-24
Size: Small/Medium
Theme: "Snow Effect Never Seen Before in an FPS" as Dhabih Eng would describe :D


Hey guys,

After a couple of weeks planning, we bring you a new KOTH map by the name of Cordova, which is named after a village in Alaska. The idea of this map is to provide a variety of pathways to the capture point to allow for an open battle.

Please leave feedback/comments on anything that you feel should change :D

Enjoy,
Phil and Mr. Hanz
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
I like the look of the layout and the map has a Viaduct feel, which is good. I hope this turns out well, it would be a shame if it didn't :)

Keep working!
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
I wasn't in time to play it in the mini-gameday this morning but I should be able to have a run around this afternoon
 

Waif

L7: Fancy Member
Mar 22, 2009
412
125
I notice on your overhead plan the cap building is on an angle, yet in the version we tested it wasn't.
I really think you should test it out with the diagonal version to help tone down the huge sniper sight line that at present runs straight through the middle of the cap.

Other then that it is fun:)

EDIT:


here, I'll use your own pic to sum my feelings up:p

KoTH_Map_Layout-edit.jpeg
 
Last edited:

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
I like the not angled cappoint more than making it a 45° angled cappoint. :p

Other feedback from the 2 testings we had?

I think we should lower the capture time a bit, but there weren't a lot of other problems I think. Or were there other problems for you? :O Post them! :D

Edit: I prefer trying to block the sniperline without changing the capbuilding, but I'll talk with Phil about this. :)
 
Last edited:

Peterm

Banned
Jun 1, 2009
171
8
Nice map i love the overhead view does anyone know of a program for creating these overhead views??? :O

Also i love how it looks awesome without too much detail. Possibly use some ice under the cap (i use glass for ice).

How did you make it excactly like 1 side on the other side????
 

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
Nice map i love the overhead view does anyone know of a program for creating these overhead views??? :O

Also i love how it looks awesome without too much detail. Possibly use some ice under the cap (i use glass for ice).

How did you make it excactly like 1 side on the other side????

I would say, Shift_drag and then Ctrl+M
 

Martham112

L2: Junior Member
May 6, 2009
85
16
I enjoyed what I played of this, but one thing bugged me slightly. It seems that the main path to the point takes you to the side of it, which you can't shoot through. Maybe open the windows and separate them to prevent snipefest?
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
Felt nice today! I think it needs a little more health. Couldn't find that much around the map.
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
Mr. Hanz said:
I prefer trying to block the sniperline without changing the capbuilding, but I'll talk with Phil about this.

I think we'll end up just extending one of the buildings until it partially/fully blocks the sightline.
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Hi, I didn't test the map yet, but concerning this sniper line issue, does it cover the whole CP ? I guess some line that would only partially cover it would be okay, and let people do a bit dodging once on that spot.
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
Was chased by another scout today and I tried to hide under this ramp. Guess what, I fell down :p Seems like someone forgot to cover that small part.
koth_cordova_a10002.jpg



Got stuck here
koth_cordova_a10003.jpg


Pretty good map. Feels kinda flat sometimes tho.
 

Wacky Snoopy is

L1: Registered
Mar 12, 2009
49
16
I liked this map a lot, and unlike others complaining about the sniperline, too little health and so on and so on, I thought there was enough health and the sniperline didn't bother too much. BUT, the teams kinda weren't even at any point, so it's a bit hard to say. But overall, this map is great, can't wait to see it getting textured and released.
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
Hey, thanks for the feedback, but with the majority of responses we've gotten, we will be making changes to the amount of healthpacks and fixing the sightline problems. I personally even felt that the healthpacks were a bit scarce on the playtest that I had yesterday.
 

Wegason

L3: Member
Aug 16, 2009
147
64

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Thanks Uriak that you want to test it on our server. You can test a1 or maybe a2 if we got that done (but that won't be in the next days I think).

Not sure if we have to add more height differences, I'll discuss with Phil about what we will change when I got a chance to chat with him. :)
 
Last edited:

Lockhart

L2: Junior Member
Sep 1, 2009
96
2
I liked the indoor areas, but I don't have much to add. It was a pretty chaotic game with so little cover outdoors. Kinda crazy fun. :eek:hmy:
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
Here, maptest done (beta 1)

Well, I'll quote my fellow playtesters :

"Buildings everywhere but they feel useles"
"No vertical gameplay, the map is almost just the point and a passage under the point"
"Most of the map and the indoors don't play any role"

Quite harsh, but I must agree : the fights felt quite obscure and random, almost all happened within a 5 meters radius of the point and the nearest buildings where shallowly used.
My advice would be to go for a simpler design on the map extremities (since nothing is supposed to really happen there, add some solid structures for more vertical gameplay, maybe merge some buildings together and above all give them some usefull acces to the point.

Good luck, and don't lose confidence ^^