KotH Treemap

Neox

L1: Registered
Nov 2, 2010
10
0
My first TF2 Map.
It's just a beta version!

I will change the name of the map, maybe!

Have Fun!
 
Last edited:
Sep 1, 2009
573
323
You may want to add more than one spawn exit, as one spawn exit encourages campers.Also I kinda feel like all the map is these two/three structures....could we have some alt routes maybe? Finally seeing some big sightlines.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Not to rain on your parade, but it's storming.

Spiral staircases are generally frowned upon in TF2 and in first person games in general. It's a chore for the player to move the mouse constantly and adjust their view, as opposed to a staircase that's straight or bends 90 degrees or does a 180 turn on itself.

Spirals work in some places, like Badlands, but that's because the surrounding area is balanced towards being able to jump halfway or all the way up it, and it's a small spiral. Otherwise, think of a map with a spiral staircase. I can't think of any.

They're fun, but I suggest you make them square or something.
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
Overall, looks ok, some large sightlines, though atleast you can't see all the way to the other spawn. As far as I can see, there is no real flanking routes which are genearally required in koth maps, it's also probably a bit small for a koth, finally, there probably only two paths up to the point, and any pushback class could cover the point easily by pushing the players off the ramp, you definatly need another side route or something to make it work better.

And I agree with the others, even though it's probably harder to fit in your map, spiral staircases don't really work well with fps games, try square or straight or something.
 

Neox

L1: Registered
Nov 2, 2010
10
0
Screenshots of new ways uplaoded. (The download file is the old)
-Added 2 ways
 

red_flame586

L420: High Member
Apr 19, 2009
437
122
when taking screenshots, just do the above so they look a lot better and slightly more professional, it just makes people more likely to comment on your maps, somehow.

Otherwise, the new side routes look like an improvement, still very small, also I'm unsure about the use of the 2fort bridge because people running under it will go, "hey, it's the bridge from 2fort on a slope" and immersion is lost. Also, both the sides look identical, you need signs and different coloured textures so that players can actually work out which side is which so they don't accidentally run to the enemy spawn when trying to restock.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
You need to have more space in the trees to fight, say some higher platforms that look down on the point. As it stands, most of the significant combat occured on the 2 catwalks to the CP. Attackers were funneled too easily and defending was relatively easy, even without defensive classes. It was also rather difficult to rocket jump onto different platforms.

You also had a spawn camping issue. But usually it was more beneficial to just wait at the point where enemies had to take a long linear route without cover, whilst under fire.

At first i thought the floor was a death pit; there needs to be more incentive to using the ground floor than just falling down to grab health. It would probably also result in more interesting gameplay if pathing on the ground floor was more linear. But having said all that, the existing trees were just too big and it would be even more rediculous if you had the regular scaled trees providing cover on the ground level. Not unless you reduced the height scale significantly.