You Have It v3

GimbalLock

L1: Registered
Feb 28, 2014
5
0
This is an experimental game mode I've been working on and I really want to get it to a point where it's fun and balanced.

It's a mixture of koth and payload.

Capture the control point to take control of the cart and start it on it's journey. The cart moves on its own and isn't pushed. The game ends when the cart has reached a team's rocket.

Effectively, it's replacing the koth timer with a payload cart. Both teams sharing the progress. This means the further along the cart has traveled the longer the opposing team has to defend when they cap it back. However, if you're team is struggling you do have some advantages.

Standing on the point when it belongs to the opposing team will halt the cart's progress. Additionally, when the cart gets far enough doors will close reducing the winning teams options for flanking. Capping the point when the cart is on the final stretch will cause it to "roll back" quickly.

Hopefully this will make sense in the map itself and we can all have wonderful time.

I'd really appreciated some feedback!
 
Jul 30, 2014
75
153
Missed my lecture and the next one is in 2 hours, so I had a quick look over this map.

First problem I had is I repeatedly died trying to jump up to the tracks, obviously this would be something people would stop doing pretty early on, but making the tracts more clearly dangerous would be good. The electrified fence didn't jump out to me enough first play.

On the topic of not being able to jump on the track, this area http://i.imgur.com/KKeoZcC.jpg looks so much like you should be able to stand on it, it should be clearer you can't.

Only other thing that jumped up at me that needed changing is the healthpacks and ammo packs. http://i.imgur.com/MXblmE5.jpg this big health is really close to the point, I would make it a medium healthpack at least. You have waaaay too much metal on this map, which is going to make it minisentry hell. There is 1200 metal just around the flanks of the point! I would turn the majority of the packs around the point to small, keep one medium and keep one large further pack in the map.

I would lock the point a standard time, or else you will get scouts capping before anyone else gets to the point (especially with how hard it is to jump to the point).

My last worry about this map is how unfun it might be for soldiers and any demomen who jump a lot, as messing up a jump is punished hard in this map (death by track). being unable to jump across the point might also make it a spam war more than anything else.

The mode is really cool, it has a different focus than normal koth (doesn't matter how many times you cap, just if you can hold it long enough) and it would be super cool to see how the map plays at some point.
 

GimbalLock

L1: Registered
Feb 28, 2014
5
0
This is amazing feedback! Thank you.

I've always struggled with pick-up locations and it's very true about the soldier/demo positioning. I think I'll take on board all of what you said for the next version.