Analyze this concept and give me your opinions

JustAHorrible

L2: Junior Member
May 5, 2012
68
4
http://dl.dropbox.com/u/68500821/koth_office concept.png

This one is a substitute of the other map I decided to do. Instead, this is the same game mode, but a little better.

(Spoilers, look at concept first) However, I plan to add camper vans into the parking lot (debuted in Meet the Sniper, which is the van the sniper was in), and try to make the capture point a little off the ground that requires little or no effort to get to. I also try to balance gameplay here and make sure none of the classes has advantage over another.

I am already working on Red's spawn, but will do the building, then copy Red's spawn then rotate it 180 degrees and modify some parameters.

(End of spoilers)

So what is your opinion on this concept art?
 

Woozlez

L3: Member
Jul 28, 2010
129
287
One building maps are not a good idea. Those parking lots will be soldier holidays no matter what you do.
Simple is usually better in starting off, but try to define borders more.
 

JustAHorrible

L2: Junior Member
May 5, 2012
68
4
I was thinking that about mid way up the hills is a gate with player clips that stops the player from falling over the edge.
 

Bermuda Cake

L9: Fashionable Member
Feb 20, 2009
679
480
The plan either looks like you haven't added much detail to it, or it's a very simple and open map that would be difficult for close range classes. What's stopping the spawns from being camped? What makes fighting in the capture point - which seems just to be a flat open room - fun?
 

JustAHorrible

L2: Junior Member
May 5, 2012
68
4
I plan on adding details as I go along.

I'm not sure, I could protect the spawns with displacement... but how do people get back in for metal, ammo and health though?
 

xzzy

aa
Jan 30, 2010
815
531
Details can't fix map structure, you need to think about this early on.

Stop for a moment and try to imagine a single, successful, TF2 map that has a playable parking lot in it. When you fail to find one, stop for a moment and try to think of reasons why that is. Figure that out and you'll probably wad your idea into a ball and throw it in the trash, but you'll be a better mapper because of it.
 

Headhunter09

L1: Registered
Apr 29, 2012
47
10
You should make the ground-level doors to the main building only accessible from the inside. Then provide access points onto the roof from the hills (and from the roof to the inside), and make the roof area the main combat area.

You could also break up the parking lots with fractures (severe earthquake style), where one side is raised up and one is sunken down, breaking up line of sight and so on.
 
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JustAHorrible

L2: Junior Member
May 5, 2012
68
4
You should make the ground-level doors to the main building only accessible from the inside. Then provide access points onto the roof from the hills, and make the roof area the main combat area.

You could also break up the parking lots with fractures (severe earthquake style), where one side is raised up and one is sunken down, breaking up line of sight and so on.

That's one damn fine idea, dude.
 

tyler

aa
Sep 11, 2013
5,102
4,621
It may be of interest to you to read the article in my signature about things to avoid when designing a TF2 map.
 

JustAHorrible

L2: Junior Member
May 5, 2012
68
4
It may be of interest to you to read the article in my signature about things to avoid when designing a TF2 map.

Your signature does not appear to me.