KotH Zoey

Sexy Robot

L1: Registered
Aug 13, 2014
8
2
In the run-up to my exam results this week I decided to relieve my stress by setting myself my own little personal 72 hour challenge; to make a map within that time-frame. This is the result.

It's basically just a bog standard koth_ map, has no kind of theme or anything going for it at the moment as it was just made in a bit of a rush as you would expect. Probably is hideously unbalanced; but hey that's what _a1 is for. The name is also definitely going to change, currently it's just my name since I'm so unimaginative. :p

This is also my first map in about 5-6 years, so it's been a while since I last touched hammer for more than 5 minutes. Or any level design for that matter.


Main things I feel is that it's too squished in places, and it being too hard to approach the point. But we'll see. It's all very, very open to major overhauling; so do your worst! :thumbup:

I'll try and update it from time to time when I'm not busy with commissions.



Links to the two variations for _a2;

standard (_a2a)
experimental (_a2b)
 
Last edited:

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Feedback Dump:
(please excuse my ridiculous resolution)

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Your level so far is very aesthetically pleasing. I like that there are 3 main doors in this area and none of them seem too far out of the way. One thing to consider is that short roof next to the 2 crates. It almost looks like an accessible area if weren't for that taller portion of roof blocking it off. I wouldn't change it unless a lot of people complain about it though.

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Getting onto the roofs at the capture point give a huge view of all of the main entrances on either side. However, it is a bit overwhelming to watch every doorway so I think that this is very well balanced, but I still think there should be a tiny bit of cover on these roofs because I don't see a point to getting onto them. Again, I think testing will tell how these play so don't change anything yet. Just something to consider.

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These sniper windows give a great view of everything around the central point area, except the actual point itself. This requires snipers to move from their comfort zone in order to attack. Also there are tons of ways to sneak around back without being seen, in order to counter snipers. This is some excellent class balancing! Be proud of this.

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This right here is my favorite part of the map. There is some excellent geometry in this spot, and it is an excellent spy/pyro route. One thing that I might suggest is to move the sewer pipe to behind the crates, to give people travelling in them more cover, and to prevent snipers who are standing at ground level on the left of this screenshot from aiming down most of the pipe, essentially camping it.

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The height variation on this map makes me happy! Its good to see some nice stealth spots, and vantage points for snipers and soldiers. Also, health seems to be balanced on these high areas to prevent people from just staying up here all the time.

Conclusions about the map? I love it. I cannot wait to play this in an Impromptu test or on a gameday. This is one of the best king-of-the-hill maps I have seen in a while. Nice work! And as a bonus, here is an overview shot I took of the level. Feel free to do with it what you please:

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(I might use this later to draw out suggestions I might have for route changes, and encourage others to do the same.)
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
I'd love to see slightly more vertical lighting so that the rays hit the point, because that'd be aesthetically nice.
 
Sep 7, 2012
638
500
Looks really nice and clean, if a little big. Excellent work!

I haven't played the map yet but from the screenshots it looks like your water might be scaled incorrectly. Unlike all other textures, water in TF2 should use 1.0 scaling for both X and Y. Most other textures use 0.25, for reference.
 

Sexy Robot

L1: Registered
Aug 13, 2014
8
2
Thanks a bunch you guys, I'll have a fiddle around with the stuff you've all suggested so far and throw it up for a gameday soon.
 

Sexy Robot

L1: Registered
Aug 13, 2014
8
2
Updated map to _a2.

Comes in two experimental variations;

- _a2A, Standard koth_, nothing changed here
- _a2B, Standard koth_, but when a team caps the point, the doors to the sewer side upper route close for their team, to potentially make defense harder. It's a gimmick, it's experimental, I wanted some fun, it's probably a bad idea!

Extensive change notes are also in the changelog now to peruse.

Downloads to both are in the OP. But the main download link shall remain as the standard version, (_a2a).