KotH Incinarate

Moonrat

nothing left
aa
Jul 30, 2014
932
585
A King of the Hill map with a big ass pit of doom right smack dab in the middle of it. Not much else to it!
 
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iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
I'm not a fan of how this looks, from the screenshots it looks very claustrophobic and cramped as well as lacking in height variation.

I guess I'll probably see how it plays in future but for now just from the screenshots it looks like it won't be very fun.

EDIT: here's a sketch over the top of your overview to help give an idea of the issues this map's layout has.
7pzT0kh.png
 
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Moonrat

nothing left
aa
Jul 30, 2014
932
585
I'm not a fan of how this looks, from the screenshots it looks very claustrophobic and cramped as well as lacking in height variation.

I guess I'll probably see how it plays in future but for now just from the screenshots it looks like it won't be very fun.

EDIT: here's a sketch over the top of your overview to help give an idea of the issues this map's layout has.
- snip -

I got some ideas for those problems, thanks for the feedback!
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Note: having a completely open and unguarded control point over a massive deathpit is a bad idea. Look at Nucleus and Mountain Lab; there's cover around the control point so it's hard to actually kill someone via airblast.
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
I would also like to point out that the corrugated metal sheets you have around the pit aren't achieving anything in the way of cover. You can make them useful if you add another entrance to mid for each team in the walls behind them, which would also help to solve your chokepoint problem. Implementing these entrances will be easier if you rearrange the map to follow more of a diagonal, like this:

KRUBkfI.png


You don't have to follow this exactly, of course; it's just a suggestion. But I hope it gets my point across.
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Note: having a completely open and unguarded control point over a massive deathpit is a bad idea. Look at Nucleus and Mountain Lab; there's cover around the control point so it's hard to actually kill someone via airblast.

Already fixed in A2, I've added a nice little development for cover within Mid, as well as skewing to point to make Snipers work harder for a kill.
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
I would also like to point out that the corrugated metal sheets you have around the pit aren't achieving anything in the way of cover. You can make them useful if you add another entrance to mid for each team in the walls behind them, which would also help to solve your chokepoint problem. Implementing these entrances will be easier if you rearrange the map to follow more of a diagonal, like this:

KRUBkfI.png


You don't have to follow this exactly, of course; it's just a suggestion. But I hope it gets my point across.
At the moment I'm figuring a longer route that will give the users of it a height advantage over Mid. Though the point will still be mostly safe.