KotH Chilltower

How to fix mid?

  • Simply widen what exists of mid

    Votes: 0 0.0%
  • Add something else in between spawn and mid

    Votes: 1 25.0%
  • Both!

    Votes: 2 50.0%
  • Neither! It's perfect!

    Votes: 1 25.0%

  • Total voters
    4
  • Poll closed .

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Basically, Chilltower is a koth map that is HIGHLY directed towards more casual players, you may have noticed it's rather small and I really just made sightlines to a tolerable point. But the over-lying concept was to create a map that is fun, exciting, has good height variation, and is original. And I know the development of this map is going to be a bumpy ride, but I wanted to design this map to be very hectic and noncompetitive. Like Hightower!

Just bear with me, and let's hope this gets somewhere!

Are screenshots up to date? Good enough :sleep:
 
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phi

aa
Nov 6, 2011
832
1,815
Would work well as some sort of hold-the-point gamemode but as it is right now 1CP A/D isn't a very good gamemode
 

RubbishyUser

L7: Fancy Member
Feb 17, 2013
414
488
Would work well as some sort of hold-the-point gamemode but as it is right now 1CP A/D isn't a very good gamemode

Can you elaborate? I know I tried testing a payload map with only a single point made to mass criticism, and I think that was because round times were short and play didn't seem to go anywhere, but that may have been because the point wasn't designed to be a last point anyway.

From what I can see from the screenshots, HQ has tried to mitigate that by making the map really small and hectic, surrounding Red in a kind of defense-of-the-Alamo way with Blue spawns on either side. On the other hand, the only way to attack the point is by going down the bridge. If he can make it so that the weaker classes have things to do in terms of flanks, he may still have a decent map in his hands.
 
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phi

aa
Nov 6, 2011
832
1,815
I just don't think 1CP works as a concept. Rounds are too quick and the map quickly gets boring and same-y. The biggest flaw with 1CP is that if RED gets wiped once, BLU pretty much automatically wins the round. If the map was extended to some sort of 2CP or 3CP standin-style mode with more arena variety it might be more entertaining. As it is now it's too small to be engaging for longer periods of time.

Also the split spawns really don't serve too much of a purpose other than splitting up teams and making it hard to cohesively own any given area of the map.
 

Bunbun

aa
May 18, 2014
401
782
1 cp could work as last a stage on a multi-staged a/d map
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
more like cp_icecrap amirite lel

picard-facepalm.jpg


The map's already been ported to koth (under a different name, btw) and it's already looking a lot better.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Well, after flipping a coin...
I give up.
Will one of the site staff to me a solid and wipe this atrocity off the face of the earth? I'd prefer nobody remember it happened.
Thanks.
 

phi

aa
Nov 6, 2011
832
1,815
...Okay? I actually didn't think it was that bad. The only thing that desperately *needed* to be changed was the gamemode/maybe move the BLU spawns around. The rest comes with the natural development process. Alphas are for experimenting/fixing/figuring out what's right and what's wrong... you're not going to make a good map from first go, nobody will. I can't quite tell why you're so disappointed with this map because I thought the test went alright. As I said, gamemode is the major thing needed to be changed to make the rounds longer/more dynamic/interesting. Unless you really don't like the map, whatever. Your choice I guess
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
...Okay? I actually didn't think it was that bad. The only thing that desperately *needed* to be changed was the gamemode/maybe move the BLU spawns around. The rest comes with the natural development process. Alphas are for experimenting/fixing/figuring out what's right and what's wrong... you're not going to make a good map from first go, nobody will. I can't quite tell why you're so disappointed with this map because I thought the test went alright. As I said, gamemode is the major thing needed to be changed to make the rounds longer/more dynamic/interesting. Unless you really don't like the map, whatever. Your choice I guess

The problem is there is just...
too many problems. It's too small, sightlines are straight up unfair, just...
It's not worth it.


EDIT:
So... eventually I worked up the courage to look at the demo, and... everyone was using the routes the way I intended.
So maybe there's hope yet!
 
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HQDefault

...what
aa
Aug 6, 2014
1,056
535
A2 is out against all odds!

Now then, will one of the site staff help me out by changing the name and gamemode tag?

EDIT: Thanks!
 
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Prolyfic

L5: Dapper Member
Dec 19, 2014
220
22
Oh my god ! You...Y..Y..

YOU CHANGED THE NAME + GAMERULE !!

It's...fantastic !! continue to work on it
 

Prolyfic

L5: Dapper Member
Dec 19, 2014
220
22
I found only 2 bugs on the map (no important)

- Light go throw the walls
- For the 1-way door, inverse the color because the red is on the blue (and vice-versa)
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Good news!
We had an impromptu today, and I'd consider it a success! (Man, I'm glad now that I didn't give up)
Only a few minor problems to fix. Widen mid a bit, change the pickups around, get rid of that 1-way door, and a few other things.

Other than that, we had a lot of fun, and my goal is within view :)
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
So, I was skeptical on how to enlarge mid to proper proportions, so I put up a poll on the options I had. I wanted to see what you guys have to say.
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Alpha 3!
Only did 1 of the 2 things I should've done though. I added stuff in between, but I didn't scale mid up, simply because with the current geometry, it turned out to be CRAZY hard to scale up :c

Oh well. It's still a lot better though :)