KotH Downhill

Aqwertybqwerty

L1: Registered
Aug 26, 2011
49
2
A fairly simple koth map I roughed out in a few days, koth_downhill is my second (hopefully better) attempt at mapping. The basic layout consists of a general downward slope towards the center CP, hence the name, with the control point being the dominant feature and largest structure (at least in this alpha). The premise is that RED and BLU, simultaneously discovering secret technology in an abandoned mountain warehouse, know there's only one way to decide the owner of the shack: war!

Also, please ignore the lack of a 3D skybox and of detail in general :p
My main concerns right now with the map are:
*It's too small
*Needs a skybox
*Retexturing & more detail
*More gameplay elemnts (it's rather bland at the moment in my opinion)

Any suggestions or constructive criticism is welcome.
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
Might want to wall off that skybox.
It also seems a bit small from screenshots.
 

Aqwertybqwerty

L1: Registered
Aug 26, 2011
49
2
Yeah,it's really small atm, but i'm trying to expand it. Right now the dimensions are around 3000x300hu, and i'll try and end up with around 8000x4000 or somewhere around there. As for the skybox, i'm still working on it.
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Other than the capture zone, the map feels rather open. There are sightlines everywhere. And while I know you're intending to make the map bigger, you really need to push the spawnrooms back; it's not a good idea to have them leading directly into the battlefield.
 

Aqwertybqwerty

L1: Registered
Aug 26, 2011
49
2
Thanks for the tips! I kinda recognized the sightlines before, which is why there are all the random wooden boards in the ground, but yeah,I guess it's not enough. Any ideas on how I can cut down the sightlines besides prop/brush spam?
 

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
You could include some more indoor areas. Indoor areas help reduce sightlines, improve optimisation and allow the inclusion of vertical gameplay so the map isn't almost completely flat.

Take a look at Viaduct (often recognised as the perfect KotH map) and try and incorporate some of Valve's ideas into your map.