KotH Wildwood

Sep 19, 2010
475
499
Thanks to:
Sean "heyo" Cutino for the jungle assets.
Egan for helping me pack aforementioned assets.
A Boojum Snark for his Ultimate Mapping Resource Pack.
 
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Lenny

L2: Junior Member
May 2, 2013
90
35
Wow, thanks for stealing the names of like 8 of my maps.
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Pack your things, Grizzly. This map's going places. See that's a joke because you forgot to pack your custom resources, giving us pink and black headaches with little baby ERROR signs on the fever thermometer. But at the same time we all had loads of fun and this map has potential!

What I said during the impromptu:

I'd really like to jump or walk from the point to the other side. That makes flanking the point actually viable as opposed to just awkwardly firing across the gap.

That kind of ties into the big problem the map had: whoever had the point had it for like 2 minutes at a time. That's because owning the point has a crazy height advantage. That's not necessarily a reason to bail out of a map, but it is something you have to address.

Part of the issue is that people were funneled into the building on the right in order to get to the point - not seeing anywhere else to go that was productive. This is a bad idea because they actually have height disadvantage inside the rooms (an impressive feat, btw), they have their back to a death pit, and they're stuck inside doorways.

I discovered that the best way of attacking the point was up the grass slope hidden behind the building. No one ever stands on the point naturally, as they'll get sniped, so you can walk up and actually get the drop on enemies inside.

So you have a choice: make the building a better attacking root, or make it clear that it's a flank route. Either way, you'll need some drastic design changes.

Also, giant sight lines through the valley don't help matters. But to reiterate: it's actually really fun! Maybe a better man than me can explain why though.
 
Sep 19, 2010
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Thanks for the advice, Rubbishy. I apologize to everyone who participated in the playtest, I thought I had packed my materials.

Map is a bit small, I'm aware. Contemplating trying an arena version, but might see if it'll work for koth after I make some changes. Thanks to everyone for all the feedback. A2 will be better!
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Oh, so the trees weren't packed? Is that why there were no collisions on them? I guess I understand the logic there... sort of... I guess I'd always assumed that the collision models were automatically integrated into the map during compile for the server's sake, hence the need to be convex and simplified.
 
Sep 19, 2010
475
499
Treeeeees.

2014-05-09_00001.jpg


What's that? I should be working on gameplay, not detailing out of bounds areas? Oops.
 
Sep 19, 2010
475
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a3 - May 16, 2014
- Added area between spawn and mid
- Reworked route going through building
- Added tunnel from spawn to side route
- Removed doors from side route
- Adjusted health at mid

05.jpg
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Just after a quick run through, some quick thoughts!
koth_wildwood_a30000.jpg

Widen up these doors and this area. Right now it's really tight and prone to spammy solly/demo players. Hard for spys to get through and something like this really should be a spy friendly route...
koth_wildwood_a30001.jpg
Dull, flat, open, boring. You can change this room up to be something exciting and fix the above mentioned thing. Give this room (and the space mentioned above) some purpose!

koth_wildwood_a30002.jpg
Thin, and that left wall I just kind of dull. Give the wall something interesting to change up gameplay. As mentioned before, widen this area up a bit too.

koth_wildwood_a30003.jpg
Really thin, easily dominated by solly/demo players, hard for scouts and spys to make it through. Give them some breathing room! (Widen it, beyond that I think it could be okay)

koth_wildwood_a30004.jpg
I think a platform + roof here (not necessarily connecting the building) or something along here might work out well. Gives some players cover from the offensive team while providing some interesting variation to gameplay. Also helps gives the builds some character.

Can't wait to play it!