KotH Ultiduo_Guidance

dushrea

L1: Registered
Nov 13, 2013
3
0
Not your average ultiduo.
This map was very simple taking almost 8000 brushes, near the max limit. Although this is very simple, I think you might like it
(Please post feedback on what you think.)
 
Last edited:

dushrea

L1: Registered
Nov 13, 2013
3
0
The map seems very strange, I know but I needed nearly 8000 brushes because to make the edges colorful and etc. I think I may lowered a ton. Probably to nearly 5000-6000.
 
V

Valkyrie

As a very avid ultiduo player I have a few things to say.
1) You should not be able to back into spawn, its done this way to stop people having a foolproof retreat plan.
2)In the corners that do not have spawns you have a lot of dead space on the bottom floor, keep that in mind, as that should not be there
3)Underneath the point you have a floating platform kind of thing, no one will use that, it has no benefit and is prime spam territory (you will be hit anywhere on the platform if a rocket lands on it), if you want to keep that in I suggest putting something there to be very helpful to the team that gets it, medium health kit or ammo would be the best in my opinion.
4)Those narrow walkways you have, while they might look nice you must keep in mind ultiduo is soldiers, the first soldier to land a hit will knock the other one off, meaning that soldier needs to waste a lot of time or health to get back up, or they must fight from the low-ground, which is never good.
5)You have your cap point as the highest point in the entire map, this can be fine but all the actual attack paths are really bad. This means that once someone gets control of the point it will be almost impossible to assail them. Usually points are lower than the sides so that if you want to block you are at a height disadvantage.
6)Not only is the shortest route to the point really short, its also the safest and the first one you will actually see, this will lead to players not only frequenting it but basically staying on it and not using the flanks.

All of this is just from looking at the map in tf2, I admit, but I am usually quite good at seeing this kind of thing. I will get this playtested a few times and come back with much better feedback for you, just keep the above things in mind.