KotH Basement (version 3)

insane3004

L1: Registered
Jan 23, 2013
12
16
make a thread so we can rip its gameplay apart
As you wish... :3

I am primarily a L4D2 mapper... so this is far from the design knowledge I have been accustom to for years now...

It is still very reminiscent of a L4D2 map... indoors, small, cramp... but this does force some interesting play style from the little I have seen BEFORE finding this site... and there are many ways to get to the control point...

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Some quick gameplay of map if the screenshots aren't that good...
http://www.youtube.com/watch?v=hx3gDOawsQU
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So let the tearing apart begin...
 

Volcomator

L1: Registered
Feb 18, 2013
24
33
I watched your video and I have to agree with one of the comments, about the pillars. While the map is already pretty small (might be a bit too small for a regular sized TF2 server), it doesn't seem reasonable to limit the space even more than it already is. If you don't want to remove the pillar by those double stairs, then at least remove the one in front of the door leading to the hill, that way it won't feel so cramped up. Which ever team doesn't control the point is going to have a very difficult time even approaching the point due to the fact that it blocks a major sightline

Also in those vents, that one long straight part can be completely shut down by a very good sniper. I've seen that happen in Turbine, except that Turbine's vent is a lot shorter than yours. It might be something to consider. My suggestion would be to make the vents wind around a bit and maybe add an extra room in there with a small/med ammo & health.

I like your sense of detail though, and the idea of a map in a basement setting seems interesting to me. Just keep working at it, it's already looking promising!
 

insane3004

L1: Registered
Jan 23, 2013
12
16
The Pillar closest to the control point entrance will be removed...
 

Ice Crystal

L2: Junior Member
Feb 28, 2013
78
91
The two wood textures at the point could meet more elegantly if you made that area an inlet of a neutral texture bordered with some kind of trim. Putting the beams on the underside of the boards would also make the second level look a lot cleaner.

Other than that, clever theme and nice detail work