Dear mapmakers: stop making kill pits

Icarus

aa
Sep 10, 2008
2,245
1,210
I should also note that the death pit in Vector 3-1 has been virtually removed in the final version :p
 

Icarus

aa
Sep 10, 2008
2,245
1,210
3-1 is a prime example of a frivolous, frustrating death pit that looks nice, but plays terribly.

3-2, on the other hand, is a good example of a deathpit that's done right. It keeps teams from camping the final point, prevent BLU from edging closer and closer, and gives the map an epic final climax.
 
Apr 19, 2009
4,460
1,722
3-1 is a prime example of a frivolous, frustrating death pit that looks nice, but plays terribly.

3-2, on the other hand, is a good example of a deathpit that's done right. It keeps teams from camping the final point, prevent BLU from edging closer and closer, and gives the map an epic final climax.
As long as you keep 3-2 I will live. :p
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
In my opinions death traps should be used to encourage players to learn your map, as well as being a great way to reward clever play. For example, the saws in sawmill provide excellent cover, but you should never try to stay right against them.
 

TMP

Ancient Pyro Main
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Aug 11, 2008
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3-2, on the other hand, is a good example of a deathpit that's done right. It keeps teams from camping the final point, prevent BLU from edging closer and closer, and gives the map an epic final climax.

Care to explain why camping that one walkway is any worse then, I dunno, having an impenetrable wall of 8 sentries always? :p

But I agree, deathpits are sometimes pretty unfair. Sawblades... they're smaller. Plus they ARE overused nowadays.
 

Terr

Cranky Coder
aa
Jul 31, 2009
1,590
410
Death pits must...:
  • Have a beneficial tradeoff that players can make for the increased chance of death, such as occurring near a map shortcut, supply boxes, etc.
  • Be obviously deadly from any casual remote inspection. If someone days: "WTF, that kills you?" something is probably very wrong.

  • Glowing lava is good, pretty much everyone understands you don't want to fall in.
  • If you use custom toxic-waste pits, they should have an unrealistically evil-looking green and have abundant signage.
  • Bottomless pits should really look that way. Not just a "pretty deep" pit, unless you're mapping for a game where
  • In all cases try to make the surfaces deep enough that it's obvious you can't jump in, take a small amount of damage over time, and jump out. Communicating danger is easy. Communicating "insta-death" versus "hurts a bit" can be tougher.
  • Mechanical dangers like Sawblades are OK as long as people can tell what they are, and that they aren't just a circular blur.
  • With mechanical dangers, ensure that collision boxes are such that nobody gets confused why they died, such as by by touching the side of a moving piston and dying despite not really being squished flat by it.
 
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