KotH Produce

Shogun

L6: Sharp Member
Jan 31, 2014
260
220
I can see 4 health packs (albeit one is on the other side of the point) in the area in your second screenshot. Too many health packs will make medics useless and make holding an area very easy. Maybe get rid of a few. Overall, I like the direction this map is taking.
 

Uncuepa

aa
Oct 25, 2014
793
1,159
For early versions, I like to put a good number of health and ammo packs around and see which ones are used the most, and keep those. If I only see one used when someone is on less that 50 health then I know it dilutes teamwork so I either remove it or lower it to a small. For early testing, this can affect flow, but in a linear KotH map, I doubt that will be an issue.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
For early versions, I like to put a good number of health and ammo packs around and see which ones are used the most, and keep those. If I only see one used when someone is on less that 50 health then I know it dilutes teamwork so I either remove it or lower it to a small. For early testing, this can affect flow, but in a linear KotH map, I doubt that will be an issue.

I really like this idea.

I might steal this for future mapping projects.

EDIT: btw- in your tunnel, just use mining tunnel supports. It's quicker, prettier, and more optimized than the ugly supports you put up.
 
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