KotH Alluvium

Jimmy

L420: High Member
Jul 6, 2009
421
228
OH GOD ITS JIMMY AND HE HAS A MAP OH GOD WHAAAT.

Ok, now that I have that over, I am happy to announce Alluvium, a small King of the hill map meant for fast gameplay. I'm looking for as much feedback as possible on scale overall, as I am unsure I got it right around mid.
 
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lilBro'

L1: Registered
Jul 11, 2009
18
0
I'd love to see this in action.

As for now, I had a quick walk about and noticed 2 visual bugs -
The hazard tape around the point overlap themselves (somewhat visible in the 2nd screenshot), and while standing on the rocks or even just the high side routes you can see through the buildings roof.
I want to see how it plays though, seems real tight.
 

Jimmy

L420: High Member
Jul 6, 2009
421
228
I'd love to see this in action.

As for now, I had a quick walk about and noticed 2 visual bugs -
The hazard tape around the point overlap themselves (somewhat visible in the 2nd screenshot), and while standing on the rocks or even just the high side routes you can see through the buildings roof.
I want to see how it plays though, seems real tight.

That's just sloppiness on my behalf due to this being a1, But it will be fixed up in due time. I'll see if I can get it in on an impropmtu or something soon so I can see how it plays.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
The middle looks really small in my opinion and the routes to the middle are all leading to kinda the same spot, which could be easily to camp, I guess.
 

Jimmy

L420: High Member
Jul 6, 2009
421
228
The middle looks really small in my opinion and the routes to the middle are all leading to kinda the same spot, which could be easily to camp, I guess.

I'll see how it plays but I already have a side route planned out that could be added...
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
iwantbedrock.midi

Anyhow, looks small, campable and if I'm honest demoman-solly rape. With a side helping of hoovy medic pwnage. Need to see it in action before I decide fo' sho' though.
 

Jimmy Nicholls

L2: Junior Member
Feb 15, 2011
54
8
From looking at it it seems to need a fair bit of expansion. You need more ways to get to the Hill without making it too hard to capture (remember teams can defend from a distance rather then on the point). But you have the basis for the map, just needs elaborating on. Good work ;)
 

Jimmy

L420: High Member
Jul 6, 2009
421
228
Even thought I think starting a map design simple is a great idea, it is a little too plain looking (of course early maps start that way), and it may need some more hight variation. I have a feeling that this map may favor certain (or even specific) player classes and may lead to some game-play issues. These are merely concerns of mine.

Thanks for the feedback. I submitted the map for wednesdays gameday, hoping to get some testing before I decide to alter it too much. I have plans for cutting sightlines and/or upscaling but we'll see.
 

Jimmy

L420: High Member
Jul 6, 2009
421
228
Bump for last nights test. Anything else stick out as problems other than the distance from mid to spawn?
 

Jimmy

L420: High Member
Jul 6, 2009
421
228
A3 released! I completely forgot about this with exams and all, thank god I remembered about it D:
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
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Hey jimmy,

We played your map today in the gameday... up until we discovered that the opposing teams can get into each other spawn rooms. We had to stop playing right then. We have feedback up til that point, so take it as you wish.

If you want to have your map tested, make sure that this doesn't happen :p
 

Jimmy

L420: High Member
Jul 6, 2009
421
228
Hey jimmy,

We played your map today in the gameday... up until we discovered that the opposing teams can get into each other spawn rooms. We had to stop playing right then. We have feedback up til that point, so take it as you wish.

If you want to have your map tested, make sure that this doesn't happen :p

Sorry bout that, there was a misnomer in the func_respawnrooms. All fixed now for the next test. :D
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
You need to make your mid flanking route something that is not just narrow hallway/cave.
Every time i tried to flank enemy after start of the round, i was killed by demospam and arrows, it is deathtrap.

(Now you remember it forever and forever! Thank me later Jimmy! :D )
 

Jimmy

L420: High Member
Jul 6, 2009
421
228
Right, anything else come up in the test last night? Main points so far for a4-

* Fix mid flank route from being such a spam trap
* Increase the size of the cap zone
* Break up the minor sightline at mid
* Try and break up the entrances to mid to prevent camping