- Aug 1, 2009
- 73
- 23
So I settled on King of the Hill as my first map. It's smaller, more focused, and as far as getting a map done and available for peer review, that's exactly what I need for a first effort. I've already got a theme going, rival companies assembling competing super highways. The layout seems ok, but I have a few questions.
How do you guys like your KOTH maps? What are major elements that such a map cannot do without. I've been paying special attention to Harvest, but is there another good example?
I've got two Overpasses on each side of the map. A parallel, game play bridge that acts like a map wide sniper deck, and a perpendicular, visuals bridge that rises above everything and aims toward the center of the map. As a result of these elevated structures the map feels very vertical and surprisingly claustrophobic. My worry is that players will tend to forget to look up and see the dangers that are gunning down at them.
I was thinking of Harvest event and how the ghost lends an exciting element of chaos to an otherwise straight forward situation. I was thinking of spawning a payload cart with a lot of warning sirens every so often and having it slide down a set of rails before finally detonating on the point. This would serve to clear out the point every so often, potentially breaking stalemates and even giving a pressed team an opportunity to turn the game around. What are your thoughts on such chaos inducers and other similar mechanics. Are they fun? Rage inducing?
Finally when is a good time to start soliciting feedback on the map? It's half caked in orange measure textures, and several pieces of geometry haven't been finalized but aside from some scale issues the design of the map is largely complete. Is that enough to make an upload or should it be in a more finalized state?
Thanks for the feedback as always.
How do you guys like your KOTH maps? What are major elements that such a map cannot do without. I've been paying special attention to Harvest, but is there another good example?
I've got two Overpasses on each side of the map. A parallel, game play bridge that acts like a map wide sniper deck, and a perpendicular, visuals bridge that rises above everything and aims toward the center of the map. As a result of these elevated structures the map feels very vertical and surprisingly claustrophobic. My worry is that players will tend to forget to look up and see the dangers that are gunning down at them.
I was thinking of Harvest event and how the ghost lends an exciting element of chaos to an otherwise straight forward situation. I was thinking of spawning a payload cart with a lot of warning sirens every so often and having it slide down a set of rails before finally detonating on the point. This would serve to clear out the point every so often, potentially breaking stalemates and even giving a pressed team an opportunity to turn the game around. What are your thoughts on such chaos inducers and other similar mechanics. Are they fun? Rage inducing?
Finally when is a good time to start soliciting feedback on the map? It's half caked in orange measure textures, and several pieces of geometry haven't been finalized but aside from some scale issues the design of the map is largely complete. Is that enough to make an upload or should it be in a more finalized state?
Thanks for the feedback as always.