KotH Neglection

Seydo

L1: Registered
Nov 6, 2014
2
0
I am proud to present my first map to TF2. I hope you will find it fun.
 
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radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
I see you have a nice solid grasp on tf2 geometry,especially in the first and third images, but a couple of things to think about:
1: That point room looks way to small to fight in, and it only has one entrance? It could be locked down by a single minisentry.
2: That spytech room... not only are somehow two opposing teams located in the same room, but there are no doors to get in?
 

Seydo

L1: Registered
Nov 6, 2014
2
0
I see you have a nice solid grasp on tf2 geometry,especially in the first and third images, but a couple of things to think about:
1: That point room looks way to small to fight in, and it only has one entrance? It could be locked down by a single minisentry.
2: That spytech room... not only are somehow two opposing teams located in the same room, but there are no doors to get in?

Thank you for your informative comments. I will look what i can do about this) :thumbup1:
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
From first looks, it seems sorta cramped in. The main area doesn't seem to have much room, and you're using props in place of "interesting" geometry (maps aren't just flat areas, they have different heights for players to fight over, routes/areas to control..).

From the screenshots, everything in-play is on the same height. Variation in obstacles and walls forcing people to go left and right isn't the only thing you have to vary, add -forced- ups and downs (not just alternate routes going up and down). The most effective way to have height variation I find is to have your routes come in at different heights then connect in together.

Secondly, the control point doesn't seem to be in the main area of the map. It's sorta choked off, with one (I think?) large route into the point. This both makes it annoying to attack - because of a lack of flank routes in - and annoying to defend; because of a lack of escape routes. Back to the main point though, the control point is always in the centre of the area players are directed to.

Take a look through the official map VMFs and study how they do things, where they place things, how much heights and their general area sizing (most notably largest sightlines and the different heights of in-play areas).