Switcheroo

insta

L1: Registered
Jul 24, 2008
9
2
Hey! I'm finally getting around to releasing this KoTH map that I've had laying around since around september. I'm really hoping that you guys can give me some solid feedback on it, and hopefully I can have a quick turnaround on getting a final/RC version out!

The map is set in a ore loading facility which both sides are interested in controlling. The capture-zone is situated on the ore loading tray, which is the highest point in the level.

I hope you'll enjoy the map and I also hope that you won't find any too big bugs or errors :)

Update: Finally, almost exactly a year after beta 3 release I thought I would make a last push to get this map out the door. It's currently in beta 4, but I think this is about as final as it will get. If there's any problems then please let me know and I can fix it for the final final version :)
 
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Locutus

L2: Junior Member
Nov 3, 2009
85
13
What kind of ore? :eek:
 

drp

aa
Oct 25, 2007
2,273
2,628
your attention to detail is great. ofcourse, with any koth map, layout and size are extremely important. got any overhead screenshots?
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
Looks great. As Doc P said, layout is a big deal, and overheads would be great,
 

Cylence

L1: Registered
Sep 5, 2009
38
11
That is some excellent detailing work. Theoretically the map should play very well. I feel you provided all classes a good niche: Scouts and snipers can wear down exposed enemies, strong defensive positions can be taken in most buildings, and flanking opportunities abound. From what I saw, it is pretty much impossible to lock down the point with a single sentry, but there are strong positions for setting up a forward outpost. Despite the more open structure of the map, I can foresee heavies thriving if they move between buildings and cover intelligently. Heavies can always use a little love.

One thing you might want to consider when you get some play tests (I would recommend submitting this when the contest is over) is the size of that ammo crate behind the pillar in your second screen-shot. If engineers are struggling to get set up in the side buildings there, you might want to increase it to a full ammo-pack. Again, just a little tweak to consider once you get some play tests.

And that's about all that struck me. You are doing a great job and I hope to play it in an actual server sometime. :thumbup:
 

insta

L1: Registered
Jul 24, 2008
9
2
Updated the map to Beta 2. Thanks for the feedback so far!

I've removed clipping on some rooftops so that Scouts, Demomen and Soldiers can move a bit more freely.

Hopefully the changes are for the better, hope you like it! :)
 

McNuggetFiend

L3: Member
Jun 22, 2009
147
51
This looks great, I'm excited to introduce it to my Koth/Arena server when its back up this weekend after a short hiatus. I'll try to post some feedback after we've played through it some :)
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Played today and I played as medic, I found it incredibly hard to be an effective medic due to the narrow width of the raised platforms, I was knocked off or backpedaled too far almost every time I went up there, which as a medic is veeeeery frustrating. :(
 

MisterNine

L1: Registered
Dec 28, 2009
17
4
I've added this map to our server's rotation and gotten very positive feedback from everyone that has played it. Our players have had no snags with the design so far, but I will keep you informed as we continue to spend time with it. Great job!
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
A few quirks I've noticed in regards to bots and the provided navgraph.

BLU team engineers won't build anywhere except outside the spawn door behind the "shack." RED engineers, on the other hand, will actually build up on the point. They'll just sit there, build dispensers and their sentry up to level 3, then blow the sentry up after a while and work on rebuilding it.

Also, I noticed that BLU snipers will just sit in spawn the entire round. Dunno if RED ones do the same.

Bots also do like hiding under the wood staircases for some reason. Some will go under there, start to leave, and then duck back in.
 

Lindsay Bluth

L1: Registered
Aug 23, 2009
9
5
Hi there,

I played your map twice the other night. Once with bots and once with real teams. I mainly played as a medic and found little to complain about with this class. The walkway at the top was a little narrow (this may have been mentioned already), but I think any class would complain about that issue. I myself didn't mind it; if I fell off, I considered it to be my own fault for not paying attention to where I was walking.

I also played a little bit of pyro and found that I was more successful at spy checking than usual. There are a good amount of places for a spy to run to/hide in, but those places were also fairly obvious, and easily and quickly checked by a pyro; the spies barely had a chance. I don't know if I would put too much credit in this observation, though, as I didn't play pyro for very long.

Overall the map was enjoyable, but not a map I would play all the time. I could see how it would be a good map to play when you just need a change of pace from the same old standards.

If I play it again, I will try out other classes and leave more feeback. I hope my little bit of info was of some use to you.

Best of luck.
 

insta

L1: Registered
Jul 24, 2008
9
2
Bump! My turnaround time on iterations is atrocious, almost exactly one year after releasing beta 3 I've finally gotten around to releasing beta 4 :)

I've updated the changelist and stuff, so have a look!

Also, happy new year!