KotH Station

Quintinity

L1: Registered
Apr 2, 2012
30
6
My KotH contest entry. Name is not final. This is my first map, so there are probably a million things wrong with it. Basically, it's a large central room with the point suspended over a pit of DEATH!

You can play the map here: 142.166.189.180:27015
The server won't be open 24/7.
 
Last edited:

Jeremy

L11: Posh Member
Oct 24, 2010
829
299
Ooh, looks impressive for a first map. Could you upload an overview pic?
 

Quintinity

L1: Registered
Apr 2, 2012
30
6
I realize it's a tad old, and YM doesn't like to talk about it, but there's already a map called Station. Shouldn't be too much of a problem, but you might want to talk to YM about it.

Link to CP_Station

I'm sure that won't be a problem. Station isn't the final name for this map anyways, it's just that I suck at coming up with names.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Junction is a small indoor map that is so cramped explosive classes and engineers dominate literally every inch of the map. It doesn't even work in 6v6. It was the first and last gpit style map Valve bought.
 

Quintinity

L1: Registered
Apr 2, 2012
30
6
Junction is a small indoor map that is so cramped explosive classes and engineers dominate literally every inch of the map. It doesn't even work in 6v6. It was the first and last gpit style map Valve bought.

Ah, so it's a bad thing then. Well, when I tested this map against bots, the demomen did very well. However, there really aren't any places that engineers can build sentries that are indestructible.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Don't test with bots. Don't do it don't don't do it don't do it

(except to check for working entities)
 

Quintinity

L1: Registered
Apr 2, 2012
30
6
I just wanted to see how it would work out...
Also, I don't have enough friends to test 9v9 highlander...
 

DNeon

L1: Registered
Jun 28, 2012
3
0
The map looks good, very reminiscent of Gorge, but the junction comparison is somewhat right. The center point is done well, and is nice and open, but the corridors between the point and resupply have quite low ceilings, which should be raised a bit.

A major flaw however is the lack of a holding area between spawn and the point. This means that if a team is pushed off the point they have nowhere to back out to, so the other team can simply waltz in and spawn camp. There are plenty of official maps that do this, but they're the bad ones, look at Viaduct and Lakeside for better inspiration.

The amount of windows means that it is virtually impossible to make a push without the other team knowing your exact whereabouts. Maybe get rid of a few, or make them smaller.

Finally, I'm worried about the deathpit around the point, more specifically the ratio of point to pit. I haven't had a chance to test it with friends, but I think that making the walkways onto the point larger, so that the walkways are the same size as the pit, would mean that pyros aren't incredibly powerful.

Other problems that I found:
Easy ambush locations right outside of spawn:
The skylight
The stairs straight ahead from right spawn exit
Clip these on every balcony.
 

Quintinity

L1: Registered
Apr 2, 2012
30
6
Thank you very much for your feedback. I realize the map is really small, I plan to make the distance from point to spawn longer. I didn't realize you could stand on all those ledges, thanks for bringing that to my attention. The download is an older version, the crates are clipped now.

As for the death pit, I've found that it isn't all that dangerous. Any class can jump over the gap, and you cal walk behind the barriers surrounding the point. Chances are the pyro will blast opponents right over the gap, not into it.

I'll fix the few things you pointed out and update the download file.