Hanz [Working name]

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
KotH Hanz
By Hanz

A KotH map I started making when the 72h contest was taking place, wasn't really meant to be an entry for that contest, but I had it done before the deadline of the contest, so I submitted it. :)

Theme will probably be Lumberyard theme. :D

Special Thanks to:

A Boojum Snark (Prefabs)
Acegikmo (Environment Gallery)
Tinker
DaBeatzProject
 
Last edited:

Moose

L6: Sharp Member
Nov 4, 2009
312
616
Haven't actually played this yet, but from the screens it looks like a lot of the ideas were taken from viaduct :eek:
 

Tinker

aa
Oct 30, 2008
672
334
Hurray I'm in someone's credits :D

I enjoyed playing this, it does needs a touch somehow to make it play slightly less like viaduct, though. Try playing with connecting/disconnecting the tunnel to the battlements of the other side, adding a route underneath the point.

Looking forward to seeing its progress.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
more betas of old maps, less alphas of new ones!
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Seemed very viaduct yeah. Also Clip those train tracks. And clip the train carts too. You could get stuck behind them.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
You probably wouldn't say that if I removed the rocks at the control point. :p
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Why don't you do that then? - add a platform with metal sheet walls or something?
Make it different. :D
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
The map was tested today on the gameday hosted by Steff0o but too bad I was too late at home to be able to play the map. :(

So, I would greatly appreciate it if some of you could give their feedback and/or opinion! :)

Thanks.
 
Mar 23, 2010
1,872
1,696
didnt get to play either, but this looks extremely close to viaduct. why the hell does that happen with every KOTH map?
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
Yeah, it is like viaduct, but It plays alot better in my opinion than viaduct. The cap area needs a little tweak to change it from the viaduct feel. T'is a great map.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
FYI hazard strips don't really work on a dirt floor... I'd recommend having a square wooden platform similar in design to badland's bridge (but not a bridge), since logs (as the alternative capture area identifier) are obviously out of the question because of the tracks. Plus there could be many justifications for a wooden platform and why a position like that might be important within the maps narrative. Such as a loading bay or pedestrian crossing.
 

lucky

¯\_(ツ)_/¯
May 25, 2009
583
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I definitely had a lot of fun on this map, but you seriously need to give it something to make it feel more original!

As always I like to try and provide a solution rather than just throwing my arms up at problems (mexican wave woooo)


Bear in mind I have no idea how well this would play out!
I would make the tracks veer off to the side on bridges, and then tunnel in to the buildings, just going over where the players have access to already. Since this gives the people on the point some highground to defend against anybody coming that way, I would suggest extending that sniper deck bit to whatever feels right.
The rocks add to the viaduct feel too, so you might want to integrate a replacement for them with the track bridge things?
Just my suggestions :)
 
Mar 23, 2010
1,872
1,696
As always I like to try and provide a solution rather than just throwing my arms up at problems (mexican wave woooo)

look like some fine changes there.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
The owner of the point got way too huge of an advantage. I suppose it's because of the height advantage. It's really annoying, maybe add some small secondary battlements at the yard, on the spawn side?