KotH High Noon

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
OhnoImback :O
(with a friend!)

King of the Hill High Noon, brought to you by The_Ulf and applebee71121! I'm trying to focus on layout, health and ammo placement, and gameflow in general to practice making more standard, less silly, more playable maps.

The map focusses on two main arenas of combat - the saloon (the hill) and the town square outside. Controlling the saloon is necessary for victory, but controlling the town square helps defend or assault the point.

Many thanks to applebee71121 for initial map concept and art direction and to Rexy for his amazing everything from Mann Manor (though I should note I may only be using some of them temporarily)!

Custom Asset Credits:
Saloon Bench, Shotguns and Rustic Lanterns - The amazing Bulletcrops Project
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
very interesting!

one thing: I wouldn't have your filename fragmented like that, maybe just koth_highnoon ?
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
I think he could probably make due, but to make it outstanding, he'd have to get some customs.
 

Zhan

L5: Dapper Member
Dec 18, 2010
208
244
It's not immediately obvious, at least to me, that there's impassible fence behind the gallows (2nd screenshot), aside from the fact that there's no detail or buildings behind it. Considering that fact that people might assume they can jump over the fence off the gallows platform, it might be good to add a larger fence or make that barrier more obvious.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
P.S. I'm glad you added the 3d skybox even at the beginning, I know most people would just make it drop off into the sky.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I love the name and the idea behind the theme.
 

Skern

L1: Registered
Jun 16, 2010
9
2
Wow this look really cool!
I understand this is still in alpha, so I wanted to test it out to see if I can find anything for you to fix before it's too late. This is what I got.

1. These are all small problems but I found this one the most important. I was able to get up on both the tower-things near the capture point, and I assume I shouldn't be able to. http://img831.imageshack.us/img831/5856/image1uq.png

2. Now this one is really no big deal, but it would help things go more smooth. As you come out of the spawn and through that doorway, it's easy to get caught in that corner (I'll put a pic). I suggest using a little playerclip sideways ramp thing so instead of getting stuck the player kinda slides through.
Here is the corner I'm talking about: http://img833.imageshack.us/img833/3299/image2re.png
Here is an example of the ramp-thing: http://img816.imageshack.us/img816/40/exampleq.png

That's about all I could find. Hope this helps.
 
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The_Ulf

L6: Sharp Member
May 26, 2009
399
115
I love the name and the idea behind the theme.

Thanks! The theme and concept were applebee71121's

1. These are all small problems but I found this one the most important. I was able to get up on both the tower-things near the capture point, and I assume I shouldn't be able to.

2. Now this one is really no big deal, but it would help things go more smooth. As you come out of the spawn and through that doorway, it's easy to get caught in that corner

That's about all I could find. Hope this helps.

Good finds - I'll get those clipped up. That doorframe might be temporary, but since it's there now it ought to be clipped.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Gameday Bump #1!

For this first public test, I'm looking specifically for a few things:
-Are the alternate routes apparent and viable?
-Run Times (does the point feel too far away via certain routes?)
-Spawncampability (I'm really worried about this)
-Health and Ammo Placement (I still don't think I'm really at all experienced at it - also I know the double-mini health in the cellar is silly, just trying it out for now)
-Is the table the point is up on too obnoxious? (It can be jumped on easily by most classes, any with a single crouch-jump, but is it too hard to get on or stay on in the heat of combat?)

And anything else I dumbly didn't anticipate! Thanks a lot guys, can't wait to see how it goes. :D
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
-Are the alternate routes apparent and viable?- Viable, yes, generally. Apparent: Not at all. This is linked to my main issue with the map: all the additional routes are tiny: way too narrow and cramped.

-Run Times (does the point feel too far away via certain routes?) Not particularly. The cellar route was a bit long.

-Spawncampability - Dear god this map is campable.

-Health and Ammo Placement - I'm no expert on this either, but nothing seemed too bad.

-Is the table the point is up on too obnoxious?- Yes. Sorry.

Like i said: My issue is that the routes through the building are very cramped and easy to spam. On the demo, you will see me taunting repeatedly down a corridor, i was hoping to get a kill that way to demonstarte the tinyness. Well, no, i wasnt, im an idiot, but it nearly worked.

Increasing the size of the doorways and corridors would help it, as would putting a fence along the back of the gibbet.

This was, though, a damn fun map.
 

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Alpha 4 Screenshots!


koth_high_noon_a40007.jpg

Overhead view, you can see the new second-floor balconies leading from the spawns

koth_high_noon_a40003.jpg

The extended town square balconies with sniper roofs and the new Capture Point Saloon sign

koth_high_noon_a40004.jpg

Balcony route from Blu side and a view of the new second floor window/doors on the saloon

koth_high_noon_a40005.jpg

The now more exposed/open control point (with playerclipping!)

koth_high_noon_a40006.jpg

The now more direct and apparent cellar routes

koth_high_noon_a40012.jpg

The new cellar entrance!

koth_high_noon_a40013.jpg

It's a lonely, dry well.
 
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The_Ulf

L6: Sharp Member
May 26, 2009
399
115
Gameday Bump for reals! How'd it go on Friday evening?

I'm particularly interested in any thoughts on the new side-routes (the balcony/porch roof) and the well.
 
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The_Ulf

L6: Sharp Member
May 26, 2009
399
115
AM NOT DEAD I SWEAR!

Haha, this has been ready for a while now, actually - but I was being completed overwhelmed by school before spring break and couldn't upload during, so here it is at last!

High Noon Alpha 5!
koth_high_noon_saloonfront_a5.jpg


koth_high_noon_gallows_a5.jpg


New to this version:
Stagecoaches and swingin' saloon doors!
koth_high_noon_stagecoaches_a5.jpg


Expanded Lofts for use as staging grounds for attacking the point!
koth_high_noon_redloft_a5.jpg
koth_high_noon_bluloft_a5.jpg


The saloon doors were added to counter a sightline I found particularly troubling (from the back of the saloon, wrangled sentries were able to spam from inside the saloon to an enemy spawn balcony), but if they're too annoying in their current state I may drop them for alternative cover means.

The stagecoaches are meant to divide the town square up a bit more, providing cover and cutting some long sightlines from the corners and walls forming the area.

Thoughts?