Need Some Feedback.

Exelaratore

L2: Junior Member
Mar 18, 2013
91
56
So I'm planing out a KotH Map and here are the Blueprints I have made. Any Thoughts on how I could Improve it?

aR7B3bc.png


Thanks!
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
next the spawns there is a doorway that to me looks like it would normaly be hidden behind a wall. I think that lower spawn exit should at least have that door somewhere in its view so people are more likely to spot it. I also think that those paths are possibly going to be used for uber ambushes to camp a spawn. Especialy in the current setting as its easy to overlook that area. The problem i just see is that the path to the enemy spawn is somewhat shorter than the control point. Or those exits should be a 1 way door so enemies cant use those paths to invade. But that would narrow the map for the enemy to just 1 path and that is never good.

It also looks as if there is just 2 paths to the control point where 1 is being used by both. This makes it very easy to hold the point once its taken as you can just spam 1 route and the other one will already stop much of the enemies. Maybe for that have an ability to flank the control point by taking a detour that is harder for the enemy to take over. Those windows do help but in the current way i think it would be too easy to spam into them. But as i cant see any height diffirences its a hard time to guess on that part.

The overal shape of the map looks interesting. A bit wide koth map allowing the combat to spread better. But to me thats a positive thing as it will probably feel a bit more like doomsday there. Which has good gameplay if it would have been a koth map. I still think that lower central area should have a more direct route to it. From the looks now i think that area is going to be a bit dead as the paths all seem to lead to the upper area.

Why doesnt the cp have a piano?
 

Exelaratore

L2: Junior Member
Mar 18, 2013
91
56
I really do appreciate the feedback, UKCS-Alias! I will use your tips and fix up the map! Thanks again.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
so this looks like a fine map but there are a couple things that you should be very careful about.

the point - so if you are defending, enemies will only come from somewhere in a ~90 degree angle. so, your angles of attack are kinda limited.

the spawns - it seems faster to go to the enemy spawn than going on the control point. So, you need to give some thought to how you will incentivize going to the control point or else the fight will happen between the spawns and no one will care about the mission objective.
 

Exelaratore

L2: Junior Member
Mar 18, 2013
91
56
Here is My Updated Blueprints. It has a series of differences. Please let me know What you think!


AakQVUo.png
 

Exelaratore

L2: Junior Member
Mar 18, 2013
91
56
Do the arrows near spawn mean it's a one-way door?

The Arrows Simply mean that the object the arrow is passing through is going down a level. The Arrows near the spawn mean that there is a ledge that you can jump down but cant jump back up, unless you rocket jump etc.
 

Fish 2.0

L6: Sharp Member
Nov 22, 2012
324
262
The only thing I can say about it without playing on it

AncWOMy.png


:O
 
Last edited:

Beetle

L9: Fashionable Member
Aug 17, 2008
627
178
Fish 2.0 is kinda what I was getting at with the team filtered doors. I see a lot of spawn camping in its future. Of course, that may end up not being the case and would be an easy fix if it was. Testing may show I'm wrong.
 

henke37

aa
Sep 23, 2011
2,075
515
A problem I am seeing is the need for signs. People default to running forward, so having the spawns direct players toward the spawn of the other player instead of the objective is a bad idea.

Try having the objective between the two spawns. Not in one corner of a triangle.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
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For that i think locking down that middle bottom area (the medium height) will direct them to the good place. Still, the early enemy combat will probably remain an issue there. but at least they will be guided in a good way.

To solve that issue i think looking at how doomsday was made is going to provide alot of help. Although you can go straight to the enemy spawn it still gives you a better focus on the 2 objectives: A cp and a flag.

In your case the whole flag area is gone gameplay wise and focusses them to go to 1 side. Thats what i think going to give a big issues because they have combat very early. Something like the raised middle area in doomsday should be done. I did draw the idea i have to at least give it a bit more a doomsday like playstyle and delay the early enemy combat from the merged paths.

See the image for what i mean with a more doomsday like area:
koth_piano.png

It doesnt have to be the solution, its just an idea.

Note, the tunnel is only needed if you WANT the early battle, if you dont want it dont add it.
 

TheBestUsername

L4: Comfortable Member
Jun 25, 2013
151
96
Sean, at some point you've just gotta get out of the planning stage and jump into Hammer. Planning is necessary, but sometimes you just end up planning and planning and never actually making the level. If I were you, I'd just make a quick block-in and see how things go!
 

henke37

aa
Sep 23, 2011
2,075
515
Yup, I made it.