KotH Junks

Smogg

L1: Registered
Jul 17, 2010
4
0
Junks (Alpha 4)

The fourth version of Junks is now available for download!

**Basic Stuff

Current version: Alpha-Fourth revision

Alpha releases
First release: April 2, 2012
Second release: April 15, 2012
Third release: May-ish (Site Rollback)
Fourth release: June 21, 2012

Junks takes place in, well, a junk yard. Currently the map doesn't look very junky but I'm working on getting some scrap metal textures made and what not, so in up coming versions the map's art style should be much more true to its name.

Questions, comments, and criticisms always welcome.

-Smogg
 
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tyler

aa
Sep 11, 2013
5,102
4,621
This loos pretty good! Just a guess, though: the barrels around the point are going to make it annoying to move around/attack/whatever.
 

TheKieranator

L6: Sharp Member
Mar 6, 2011
282
213
This looks pretty neat already. You've certainly got a good thing going here. I agree with yyler, the hill building is small already, and those barrels just obstruct the floor space even more. I've done some MS Paint-overs to help illustrate my two main bits of feedback.

koth_junks_a1_spawn.jpg

I am concerned that if one team gets pushed back to spawn, they may not be able to fight their way out easily enough. For the most part, it's an uphill battle, and the enemy might be able to hold the areas circled blue too easily. I could be completely wrong, and only actual testing will tell.

koth_junks_a1_sightline.jpg

This area on the left may be a bit of a sightline. If it turns out to be in testing, I would recommend putting a door in the frame so that Snipers would have to open the door to see out, and moving the health and ammo either back or outside so that Snipers can't heal straight after taking spam damage.

And finally, here's an overview showing your main routes, which I have no problems with.
koth_junks_a1_routes_painted.jpg
 
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RaVaGe

aa
Jun 23, 2010
733
1,210
Wow it's a very nice brushwork that you have here, just a tip for a further version, try to make your own blends to avoid the harsh cuts between your different floor material.
 

xzzy

aa
Jan 30, 2010
815
531
Those 45 degree angles you set the map edges on are super juicy, we don't get angles like that nearly enough.

Hope you're using instances!
 

RaceboatRacerX

L1: Registered
Jan 6, 2012
1
1
Hi Smogg, I thought it'd be better to keep my comments here so you won't have to refer to separate boards.

koth_junks_comments_01.jpg


I know one of your chief concerns right now is you feel the map is too small, and my suggestion here is shrinking the map, however I feel the corner area surrounding the train cars/silos is just too barren for my likings.

I feel that the central area of the map is too vertically spaced out while being horizontally narrow at the same time. I think I was aiming to bring those proportions closer together with my suggestion. I also felt that the area between the train cars and the point was too big, so I felt moving the train cars in closer would tighten up that area and improve it.
 

Smogg

L1: Registered
Jul 17, 2010
4
0
The map has been updated to koth_junks_a2. The download link has also been updated.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
There is a disappointing lack of Chinese boats in this map.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
I don't usually give praise to alpha submissions but i'm enjoying the look/feel of the gravelpit-y farmyard theme.

One thing that looks weird though is the truck in the rubble. Either use something else like the large concrete blocks or remove the rubble because it looks odd as is.

Looking forward to see how this progresses.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
This is hella cool.