KotH Transfer

Egan

aa
Feb 14, 2010
1,375
1,721
Transfer A3

Transfer (KOTH)
by Egan

Currently: Alpha Phase

Overview:
The map is set in and around a transportation headquarters in the midst of its construction. My inspiration for this map is part koth_lakeside (3Dnj), part koth_chasm (Randdalf) - my two favourite koth maps - so you may see some aspects of both in this one.

Objective:
To win, capture and hold the hill zone for 3 minutes total.
 
Last edited:
Mar 23, 2010
1,872
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i dont see a picture of the point
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
looks pretty neato
 

tyler

aa
Sep 11, 2013
5,102
4,621
Interesting design ideas and good start so far. I'd be worried about how much space is beside the point rather than before it, though.
 

Egan

aa
Feb 14, 2010
1,375
1,721
i dont see a picture of the point
The point is shown in the second last image through the glass on the left. Though, I suppose I'll add a picture later of the cap room in more detail.

^ Pretty much what yyler said.
You geometry is fresh and interesting, but it looks like the layout itself is divided too much into "lanes".
Only gametesting will show, tho! Make sure to put it up for the next gameday if you can :D
Yeah, I noticed that too, but as you say, it'll show in gamedays. If I do have to change it, it would probably just be more of a flat ground in the second room beside the point, and then a walkway/stairway up to the point room. One of the other ideas I had was to bust open one of the windows on the side alleys and make an entrance into the side of the building that way. Currently there are only 3 doorways total into the big building, whereas in koth sawmill there are 6. Another problem I foresee will hopefully also be abolished in the gameday testing.
 
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Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
a2 was pretty fun to play. I'm gonna dump some criticism on you, but it's mostly small things.

1NszP

This route felt fairly underused. The entrance from each yard is a bit hidden from view, and taking the route doesn't really provide an advantage. I'm not sure how you should change it, but it's fairly useless as is.

1Nszw

If a non-jumping class falls on here, they're done for. I would move the pipe up so that the ledge is 64 units or smaller.

1Nsze

1:1 stairs look awkward in TF2, I would stretch these out.

1NsA7

Putting the health up here is a bad idea. Instead, put it on the ground where everyone can reach it easily.

1NsSb

The capture zone is small, as compared to the actual area around the cap itself. Also, there's a lot of entrances to watch while covering the point, and eliminating one wouldn't be a bad idea.