KotH Yellowcake

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
A capture the flag map with two bases on the edge of a cliffside. I tried to design it like the gameplay of 2fort or doublecross, with multiple entrances to both the bases and the flag rooms.

a1:
My first map. A small KotH map about 2/3 the size of Nucleus, taking place on a cliffside and a mine in the cliffside. As this is my first map, constructive criticism is welcome.
 
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Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
Mmmm, cake.

I'm noticing by the overhead view that your map is mostly a series of corridors leading from the spawn rooms to the control point, with everything else surrounded by a massive and completely open death pit. In other words, there's only one main route and one flank. Maps need more than that.

Also noticed this when having a runaround:

qxgwR82.jpg

This might just be the most campable spawn ever. There's only one exit, it's right beside an unguarded death pit, and there's an easily-accessible ledge overlooking it that has both a health kit and an ammo pack on it. If an Engineer plonks a sentry down up here, the enemy team will have no chance against it.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
A good rule-of-thumb for any room is the "2.5 Exit Rule".
Every room should have 2 main exists and a flank-exit. Spawns should only ever have 1 exit if it's arena.

Don't forget about things like forward spawns either, or the spawns of 5CP maps.
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
Thanks for the criticism! I decided to expand the map and make it a ctf stage, sort of in the style of 2fort or doublecross. Again, more criticism is requested.
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
a3 is out now. Mostly fixes and adding some props.