KotH Hillcrest

tyler

aa
Sep 11, 2013
5,102
4,621
Yeah, way too tall. Also why is there a random prop from bullet crops on that train car?
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Yeah, way too tall. Also why is there a random prop from bullet crops on that train car?

When you say it's too tall, are you talking about the roofs or the platforms? Are you saying I should move the top floor down by, say, 128 units? The water barrel is just there because I needed to put some stuff on top of the shipping container to prevent people falling off, and it fit pretty well. I'll probably make a fair few changes to the shipping containers during the art pass.

And LeSwordFish, you will be glad to hear that I just spent what could have been a productive hour fixing my signature pic :laugh:
 
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tyler

aa
Sep 11, 2013
5,102
4,621
I guess the issue is how tall is this platform?

48CfO.jpg


Especially since when you're up there, you appear to have large line of sight to a lot of the map.

LYJFY.jpg


Also, check the sightline marked with blue. Looks extreme!
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
I guess the issue is how tall is this platform?

[picture]

Especially since when you're up there, you appear to have large line of sight to a lot of the map.

[picture]

Also, check the sightline marked with blue. Looks extreme!

Ah, thank you, I never really noticed those. I think for the first one (above the point) I could put up walls on the sides facing the spawns, and I could possibly enclose the ledge, though it might be better just taking it out. My hopes are that the wall behind the ledge will help soldiers deal splash damage, and the lack of cover could deter most classes. Thinning the ledge might work, I'll try that first.
As for the sightlines you posted, I agree completely. I'll chuck in a sliding door to block the blue one on the left, and rotate the train/shipping container on the right to try and break that up. For the black one, I'm either gonna block it off with a pillar inside the ramp just to the left of it, or just use a wall. I kinda forgot about sightlines, presumably because the map is pretty small it just never occurred to me. Of course the black vantage point is extremely accessible for the the team it's assaulting, so all it would take is 1-2 clued up players (however rare they are) to take out any snipers there. And then there's the fact that sniping on people below you, while safer, is far harder than doing it on a level plane.

Thanks for the advice, I'll keep it in mind.

EDIT: and to answer your question in the first picture, it's 256 units (as can be seen by the magic of dev textures! :p)
 

REEJ

L420: High Member
Aug 26, 2010
437
176
Overscalled or not, you'll add a few props and all of sudden everyone will rant that it's too small.
 
Sep 1, 2009
573
323
Ok here is my feedback:
-Too many sightlines
- Like the height but there is just too much of it
-Most of the deathpits have to go as they were pointless and caused more pain and suffering :(
-Reduce the amount of health and avoid adding health near spawns as it encourages spawn camping.
- The idea around the point was pretty enjoyable it just needs more room as the spawns are literally 10 metres away.
 

NinjillaX

L3: Member
Apr 4, 2011
114
36
On the point itself, I think it needs a little cover to promote the use of the hole up top, like using those 128 or 64 unit fences to square it in, that way snipers arent so powerful and people cant run away as easily too.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
I think adding stuff around already small point area makes it really cramped and demoman heaven.
Tough map could use some cover.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The inside areas upstairs, directly infront of spawn seemed largely redundant and was little more than spies, snipers and scouts competing to be the most annoying class for others and each other. The height made defending the point very easy and there were almost no combat hot spots (probably a result of how easy it was to spawn camp).

Remove the path behind the spawn room, reduce the height of the structure over the CP and provide more cover in the form of solid structures on the edges of the map.

koth_hillcrest_a10519.jpg


This would be a lot like the area breakers in granary, see it for reference.