KotH Platforms

Rektolisk

L1: Registered
Jul 26, 2013
6
0
Been working on this map for a couple of days, I wanted to go for something simple that I can play with friends before I move on to more serious projects.

Features two launch pads to help gain access to the top platform.

I have never made anything to release before so I am hoping this is a good start to get me going.

Please give feedback from what you see currently, I know its not much to go off. I appreciate all comments, rip it to shreds if you like, as long as it is constructive and will help me improve.

TODO List
Complete Gameflow
- Playtests
- Class balancing
Optimize all brushwork
Texture level
Detail
Lighting
 
Last edited:

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
This looks refreshingly different(in a good way), can't wait for a download
 

Rektolisk

L1: Registered
Jul 26, 2013
6
0
is this a medieval map
also there's no download

This is not a medieval map, I have only just came back to TF2 and thought I place down those supply lockers out of intrigue :p

There is also no download yet because I was having a few issues yesterday but I will be able to provide an upload later today.
 

Egan

aa
Feb 14, 2010
1,375
1,721
Hey, we played your map in an impromptu today. Here's the recorded demo of the match. And here's the feedback page.

The majority of the feedback was that the map was really huge, the water should either have a way out or kill instantly cause it didn't make sense having to wait until it killed you with no way out, and that there was a nobuild around the entire map. (It's all in the feedback page).
 

Rektolisk

L1: Registered
Jul 26, 2013
6
0
Hey, we played your map in an impromptu today. Here's the recorded demo of the match. And here's the feedback page.

The majority of the feedback was that the map was really huge, the water should either have a way out or kill instantly cause it didn't make sense having to wait until it killed you with no way out, and that there was a nobuild around the entire map. (It's all in the feedback page).

Thanks a lot for playing the map, watching the game is a really big help. I will make some major changes for the next version. It seemed like a lot of people disregarded the point and just hung about the spawn exits.

Scouts and snipers seem to dominate the map, does anyone have any suggestions how I could tackle that?

Again, thanks a lot for playing and I appreciate all the feedback.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
That'd be the scaling at work. Snipers because they could accurately shoot all the way across the map at people who couldn't reasonably fight back, and scouts because it's such a long walk to get from anywhere to anywhere else. Seriously, the map looked smaller in the pictures, but even beyond that, the complexity means there are too many areas that are too far of a walk from each other. The hallways from spawn to the middle of the map seemed really unnecessary too.

Were you really surprised about the snipers, by the way? Because like 90% of the map is basically one big sniper deck; I assumed you made it like that on purpose.
 

Rektolisk

L1: Registered
Jul 26, 2013
6
0
That'd be the scaling at work. Snipers because they could accurately shoot all the way across the map at people who couldn't reasonably fight back, and scouts because it's such a long walk to get from anywhere to anywhere else. Seriously, the map looked smaller in the pictures, but even beyond that, the complexity means there are too many areas that are too far of a walk from each other. The hallways from spawn to the middle of the map seemed really unnecessary too.

Were you really surprised about the snipers, by the way? Because like 90% of the map is basically one big sniper deck; I assumed you made it like that on purpose.

I knew that snipers would have an advantage but I still don't know a way to tackle that issue with this design, the map is still in alpha stage which means there needs to be major changes. I didn't want to just start putting walls around and turning the map into a series of tunnels etc.

Not exactly sure how to go about it other than reducing the map in size which is something I was considering today.
 

Memefreak

L1: Registered
Jun 28, 2013
12
4
It might just be me, but I thought getting around the main area was a little confusing.