KotH complex

Exachix

L1: Registered
Sep 4, 2011
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0
Hello,

This is the first map I've created, and I'd like some input into it so I can either update it or so I don't make those mistakes next time around.

The map is a symettrical king of the hill map with two levels. The control-point is off-center so both teams have to travel in the same space to get to it, unless they go through the upper section.

I may be a bit light on health and ammo packs, but would like some input from others before I alter that, or any of the other aspects. I do not intend for this to be the final build, and realize that many components of the map may still need work.

Alas, bots still need a navmap build to work, but that's fairly easy to perform.

Apoligies if this is the wrong place to post this.
 
Last edited:
Mar 23, 2010
1,872
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i think this name has been chosen maybe 100 times. looks decent though.
 

Terwonick

L6: Sharp Member
Aug 25, 2010
278
190
my only problem with it so far, is that in the first screenshot you can clearly see the same texture being used as both a vertical wall and a horizontal floor. this is generally a big no-no because it just doesn't look right. though I do understand this map is in alpha... which brings me to my second problem/opinion. most people (myself included) view a beta as a map that has game-play nailed down, only making changes if you absolutely must. an alpha is when you should be expecting to make huge changes, like getting rid of one route and putting in another elsewhere. I believe that you should change your's to alpha
 

Exachix

L1: Registered
Sep 4, 2011
4
0
I hadn't planned on changing major aspects of the layout, only minor parts of it, unless there were many suggestions otherwise.

Re the ceiling; I will get around to changing that for the next build after I take a longer look at the ceiling textures.
 

Sebi

L2: Junior Member
Aug 13, 2011
65
13
On the first screenshot, I would get rid of that vertical hazardstripe texture. It looks odd to me.
 

Terwonick

L6: Sharp Member
Aug 25, 2010
278
190
I wasn't talking about the ceiling (though now that you point it out that part looks good) I meant the make-shift handrail with the grate texture.

Just stay open to others opinions of your map, (I'm not saying you should do what they tell you to, but listen to them) I have done so and koth_saltmine was sooooo much better than it would've (at least for an a2) been otherwise (although it still needs a bunch of work).
 

Exachix

L1: Registered
Sep 4, 2011
4
0
I wasn't talking about the ceiling (though now that you point it out that part looks good) I meant the make-shift handrail with the grate texture.

Just stay open to others opinions of your map, (I'm not saying you should do what they tell you to, but listen to them) I have done so and koth_saltmine was sooooo much better than it would've (at least for an a2) been otherwise (although it still needs a bunch of work).

Ok, I'll sort something out about the handrail. Thanks for the advice, I'll try and keep an open mind =).

On the first screenshot, I would get rid of that vertical hazardstripe texture. It looks odd to me.

I assume you mean on the steps? I was using it to show where the steps were (the original texture made them hard to see) so I'll try and find something that looks ok. I appreciate the input though.
 

Exachix

L1: Registered
Sep 4, 2011
4
0
Changelog; 09/09/2011.
Altered some of the Textures - the stairs and the handrail.
Added some more screenshots, including one to show the overview of the map.
 

GenEn

L1: Registered
Jul 16, 2010
46
54
Looks a bit small from the screenshots, and with very few options for player movement. The high ground is more accessible from the spawns than the lower, center path- I don't see much reason for players to ever try to use the low ground. There's just no disadvantage to going on the upper level. Though I see that there's no way up from the point to the upper ground- so it's very susceptible to spam. I'd recommend giving more options for players to move around the point, perhaps giving more limited access to the high ground from spawns and make the point area itself larger with more cover. Which brings up the fact that there's very little cover as well, heavies and sentries would probably dominate.