Blast Pit

Radaka

L420: High Member
May 24, 2009
491
244
koth_blastpit is a koth map that attempts to bring forth a special type of layout and gameplay commonly attempted but rarely executed properly--vertical combat.

Hello again everyone! After a small hiatus from TF2 Mapping, I got the inspiration to finish a full map. I decided to start small, and I took the aspects of current TF2 maps that I love the most to bring you this map: koth_blastpit.

I accept any form of feedback, regardless of the type.

Enjoy!
 
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tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
What is this I don't even.

I'll post comments here after the first pictures.

EDIT: Looks like there might be some interesting combat in those areas, although it looks a bit tight almost claustrophobic with the high walls surrounding the map. Hard to tell how it plays from the pictures only, I'll give it a runthrough and see what I can find. Good luck on achieving interesting vertical combat - like you say it's hard to execute properly.
 
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Dr. ROCKZO

L8: Fancy Shmancy Member
Jul 25, 2009
580
159
<STRIKE>Uh. *Reserved*</STRIKE>

Unnecessary fall damage would be annoying, so even if the theme is Height Variation I'd make sure that the mid ground to floor doesn't inflict it. I'll try to get a play through soon, find the dragons. :p
 
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Tinker

aa
Oct 30, 2008
672
334
Very nice, flows very well, few points after playtest:

- Sideareas directly next to the spawn seem pretty useless.
- Ground is just a little too low, heighten it to have no fall damage
- Lower the window a little so sentries can shoot through, or heighten it so it's clear they can't
 

Radaka

L420: High Member
May 24, 2009
491
244
I'll fix the ground and that window, but the sideareas around the spawn are there to prevent spawncamping (at least I didn't hear any complaints about spawncamping).
 

Radaka

L420: High Member
May 24, 2009
491
244
Yeah, first change will be raising the bottom floor up and making the side paths more appealing. Thanks for the input everyone, it's been most helpful :)
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
You could also play test the game without "human" help, by using the TF2_Bots!
It is very useful for your alpha map.
Check what the bots are doing to get an idea if the map will be FUN to play,
and not only colorful.
Good luck with the map, I can't wait to see progress on this one!
 

Okrag

Wall Staples
aa
Jun 10, 2009
1,029
655
koth_duplex_a30000.jpg


Often I found it extremely easy to get behind enemies up on that ledge by going through the bottom path. I suggest you move the entrance on the ledge to the location specified in the image above as to funnel any usurpers to one side of the team.
 

MrAlBobo

L13: Stunning Member
Feb 20, 2008
1,059
219
ignore people saying its not engie friendly enough, played engie alot, and considering its koth the sentry balance is fine...I highly dislike that there isn't anywhere I can stick a teleporter that it won't be killed in moments though

should probably drop that health below the point to a medium, and id like a small ammo pack somewhere in that same room
 

Radaka

L420: High Member
May 24, 2009
491
244
I've been making good progress with the detailing, and having a blast at it too! I'm done working for tonight, and I thought I could throw up some screenies of what I have so far :)

hl22010011103484765.jpg

hl22010011103483579.jpg

hl22010011103482554.jpg
 

Sikyanakotik

L1: Registered
Aug 1, 2008
35
6
I'm really enjoying this map, both with humans and with bots. Of course, I may be a bit biased, seeing as I've always preferred maps with a good amount of verticality over flatter maps.

Some notes I've, erm, noted:

  • The sentry spot on the battlements is powerful, yet vulnerable to players coming from behind if unprotected. This is pretty much optimal, and fun for a commando Demoman.
  • The three exits from spawn were extremely welcome when playing with bots. You know how they love to spawn camp.
  • It's a very nice touch that a player (at least Demoman or faster -- I haven't tried Soldier or Heavy) can walk off the battlements and land right on the spire. It helps make them feel like part of the combat area, not just a space apart.
  • It may be a bit too easy to get behind enemy lines. I've noticed that when I start capping the point, allies would usually approach me from the enemy side, and vice-versa.
  • If a Pyro comes up the spire ramps and isn't spotted, he can often devastate the point quite easily. A natural result of having a spire in the first place, I suppose.
  • The bots seem to think building a sentry behind the wooden panels on the battlements is helpful. I think they're getting confused by the small gaps between them.

All in all, I'm having a lot of fun with this map. I can't wait to play the next version! :)
 

Radaka

L420: High Member
May 24, 2009
491
244
hl22010011307340017.jpg

hl22010011307332840.jpg

hl22010011307332115.jpg

hl22010011307324629.jpg


Here's the stuff that I've detailed so far :) I should be getting a new version out to playtest either later tonight or tomorrow.
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
Looks great, though I have to second the supports looking odd. Maybe because of the walls slanting at angles.
 

Radaka

L420: High Member
May 24, 2009
491
244
Alpha 5 Released!

Changelog:

Alpha 5
-Detailed middle area and tunnels
-Rebuilt areas outside of spawns
-Changed lighting and skybox to that of cp_dustbowl

To do: Optimize, playtest, and detail the rest of the map!