KotH koth_wip

Dev-Mystery

L1: Registered
Jul 12, 2015
21
1
The thing is I don't know what to do with it. The fact that I stink at layout don't help ether.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
achievenent_idle v. howevermanywehavenow
 

MaccyF

Notoriously Unreliable
aa
Mar 27, 2015
914
1,544
right first things first - get a pen/pencil and some paper

ok before you do anything, your going to want to start sketching overhead layouts (it doesn't matter if you can't draw, anything is better than nothing :)

Take a look at overhead screenshots of valve koth maps to see what form they take (e.g. lots of sharp angles and varying heights to break up sightlines and optimisation blocks)

get yourself some sketches of various ideas, it doesn't matter if they're bad, we're here to help with that :p

Once you've got a few pages of sketches/ layouts, take the bits from each one you like best and smash them together into a single, coherent layout.

Then you'll want to post a thread of your layout in the forum as stage = planning, and see what people say you need to change.

Good luck, and Have fun :D

edit: not trying to bash you down here or anything, but 3 boxes aren't going to get you anywhere - you have to push yourself and strive to do something unique :)
 

LeNitrous

L2: Junior Member
Feb 11, 2015
57
10
Experiment with Layouts. Check Valve Maps such as Viaduct, Nucleus and etc. Keep experimenting until you are content with your current layout. Playtest the map to check if the community is happy.
 

Lenny

L2: Junior Member
May 2, 2013
90
35
The reason it's bad is because it's literally three rooms in a straight line. There is no (good) map that's made up of solely that.

If you need inspiration for King of the Hill map layouts you can definitely check out the ones already in the game (ideally pure KOTH maps, not stuff like Badlands and Sawmill which were originally other formats) and see what works and doesn't work about them. Harvest has big height variation. Nucleus has a big death pit. Viaduct has a raised control point. Stuff like that.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
(ideally pure KOTH maps, not stuff like Badlands and Sawmill which were originally other formats)

Only Viaduct and Lakeside fit that bill.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
If you need inspiration for King of the Hill map layouts you can definitely check out the ones already in the game (ideally pure KOTH maps, not stuff like Badlands and Sawmill which were originally other formats) and see what works and doesn't work about them. Harvest has big height variation. Nucleus has a big death pit. Viaduct has a raised control point. Stuff like that.

Not saying what you said is wrong, but Nucleus and Harvest where also originally for Arena. And it shows, Harvest has a horrible Spawn because it is missing the buffer area most Koth_ maps have, where the team coming from spawn has a great advantage. Also Nucleus has a Sniper problem because the point is supposed to block sightlines from spawn to spawn, but because in Koth_ the point lowers instantly Snipers persist. Also Nucleus has the same Spawn problem because of no buffer area once again.
 

Lenny

L2: Junior Member
May 2, 2013
90
35
Not saying what you said is wrong, but Nucleus and Harvest where also originally for Arena. And it shows, Harvest has a horrible Spawn because it is missing the buffer area most Koth_ maps have, where the team coming from spawn has a great advantage. Also Nucleus has a Sniper problem because the point is supposed to block sightlines from spawn to spawn, but because in Koth_ the point lowers instantly Snipers persist. Also Nucleus has the same Spawn problem because of no buffer area once again.

I'm not saying make direct copies, I'm saying that there are certain aspects of maps that are appealing while they might fall flat in other areas. Looking at what makes each map good and avoiding what makes a map bad is what you want to do.