Shantytown

tanuki

L1: Registered
Aug 8, 2009
46
2
The red and blu corporations have been neglecting their low level construction laborers forcing them to live in poverty stricken shantytowns. Now the corporations are trying to reacquire precious real estate that is currently occupied by their own poor laborers! Now the war in the shantytown is on!

This is a small King of the Hill map. It features narrow alleys in which to fight and three main paths to the point. The small size and alleys are intended to cause players to team up with other classes to break through choke points.

The point also has a much shorter capture time than in most other koth maps and it is intended to create more competition for the point.
 
Last edited:

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
So it's like a garbage day that's really cramped?
 

tanuki

L1: Registered
Aug 8, 2009
46
2
the capture time is set to 2 seconds which is much longer than garbage day. It seems that there was too much sudden capping when players just happened to be not standing on the point which was always kind of irritating more than fun in my opinion. The cramped quarters are meant to force players to choose paths to the point, but if more playtesting proves them to be too cramped its going to have to be changed. Try it out.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Good detailing level and it's not actually that badly cramped (not as much as some maps),
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
All of those metal panels must really mess up the framerate, with their High Vert. Count.

That's what LOD's are for.

There are tons of corrugated iron sheets in gravelpit, although in terms of aesthetics things could be turned down a little. Throwing props at your map to make it look pretty is only half the process of making things aesthetically pleasing.
 

tanuki

L1: Registered
Aug 8, 2009
46
2
i use occluders to for optimization to offset the clusters of models. It works pretty well since the models are so clustered together like that. Dirt forthcoming!
 

Sel

Banned
Feb 18, 2009
1,239
2,570
koth_shantytown_b10003.jpg


Otherwise, the map is way too cramped, but I don't really have any ideas on how you could open it up.
 

tanuki

L1: Registered
Aug 8, 2009
46
2
doh! thats a silly door thing I totally didnt think of. Ill watch the demo and try to open it up.
 

tanuki

L1: Registered
Aug 8, 2009
46
2
okay after reviewing the demo I think I can cut down on the amount of the corrugated metal in certain areas to help you guys with the fps. I also areas where I can open it up a little bit so we dont bounce off the walls as much. I may add 1 or 2 extra paths to the point as well to help relieve the spamming a bit but I want to choose an area where it will keep the pressure up which I think is the entire idea of the map.
 

H-land

L2: Junior Member
Jul 15, 2009
53
39
Playing as pyro, I really liked this map. I only found one thing that might improve the map that has yet to be pointed out- in the sewer pipe, you have ankle-deep filthy water. It would be nice, when I'm not wearing my asbestos undies, to have somewhere to quench my burning garments.
 

Cornish Gamehen

L1: Registered
Dec 23, 2009
47
18
I like the idea of having a cramped map but having multiple paths to the mid point. I'll try it out and I'll give feedback.
 

tanuki

L1: Registered
Aug 8, 2009
46
2
new version! b2 try it out and read the changelog for changes
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
This map is very cramped leading to Demoknights and W+M1 Pyros becoming far too effective. :( Also, you should remove the medium healthkit right beside the point because that makes it too easy to defend the point without having to retreat to get ammo or health.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Far too cramped. Pyros absolutely dominated on this map.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
it's a pretty good layout, but it needs to be expanded. You need to get some breathing room among all the tiny corners, and the cluttered props all over the place make it seem even more claustrophobic. There are no sniper sightlines either - they need something to do.

Remember to clip your stairs, it's annoying to go up/down bumpy stairs and get "stuck" if you jump while walking on them.

You did a good job on the look, I just think it should be toned down a little so you can read areas easily while moving around.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
gameday:
This map is way too small for 12v12.

Everyone was just tossing bucketloads of explosives, fire, heavies and boots on the capture point. Once the smoke cleared (temporarily) you could peek out and see if you either won or lost the map.

Aside from the complete lack of gameflow, my fps was not so good in that game, I think some real optimiztion is needed for this. You have a lot of props, so study propfading and make good use of it.

endwords: Make it larger, the map can not hold the 'normal' number of people.