KotH infecund

hansfortress

L1: Registered
Mar 3, 2014
18
4
Infecund (Scrapped)

Decided to scrap this after the play test. Feel free to take it as your own if you see anything in it.
 
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tyler

aa
Sep 11, 2013
5,102
4,621
Looks good, I like the use of angles! I'd like to see more team colors in with the orange though, it seems like if I lose my bearings at mid I can easily run into enemy territory without knowing.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Wow, this looks really good! If you're taking theme suggestions, from the geometry you already have in place, I would suggest Foundry-style or industrial theming.

One quick note: Those 45-degree stairs look pretty awfully steep in places (like on the right side of the third screenshot). I would suggest decreasing the slope where you can.

Edit:

Looks good, I like the use of angles! I'd like to see more team colors in with the orange though, it seems like if I lose my bearings at mid I can easily run into enemy territory without knowing.

^
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
Ok, I had a runaround and found some stuff:
* No spectator cams. Put these in, otherwise people end up looking at the bottom of the map
* Stairs not playerclipped (in dev, I'd just use ramps - they're smooth by default and they're a lot quicker to make/remake) (same goes for doorframes - they're awesome and they're really useful to keep door sizes sane, but you will be moving and removing stuff a lot a lot in alpha)
* Holy hell this sightline:
http://imgur.com/qVT32S7
* This is pretty dark. Might play well, might need fixing (but I'd turn up the lights in that room anyway):
http://imgur.com/67QySjC
* No signs

Also, this could be extended:
http://imgur.com/5DvahNd and http://imgur.com/CoBGHL6
Generally, you want stairs to be a 2:3 ratio, not 1:1 (most people use 8 tall and 12 wide, afaik):
http://imgur.com/Ci1TXVy
SIGHTLINE!
http://imgur.com/RsECOfy and http://imgur.com/Ixq8ITv

Besides sightlines, you might wanna move a few buildings because atm it feels like you're either in a building or cramped between two. Look at other koth maps - they all have significant open gameplay spaces. Try deleting a few, see if that helps :D
 
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hansfortress

L1: Registered
Mar 3, 2014
18
4
Good God that must have been awkward with those angles :p

Looks like a good, solid start - particularly with the height variation.

Also:



You registered just to say that?

Once you get used to the vertex tool, it only takes a bit longer to do angled buildings as long as everything is aligned properly. But yeah, it's still quite awkward at times (especially with slanted roofs on an already angled building)
 

Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
Woah. I like your use of multiple buildings, could make up for some urban / village sort of fighting.

It would be cool to have a Villa theme, like de_Inferno, or a towny theme. Or maybe a medieval theme.
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
Good looking map! I really like the angled buildings you placed by the control point.
And these are the themes I think it'd look good with:

- Jungle
- Maritime
- Foundry
- Lumberyard
- Medieval/Halloween/Rottenburg
- Farm?
 

hansfortress

L1: Registered
Mar 3, 2014
18
4
I've decided that the theme of a run-down metal buildings in a jungle seems the most interesting - so i'm going with that. I'll start working on the implementation of a theme after a play-test.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
One test isnt enough. Most maps only need one or two changes to become good, try to itterate and take in feedback instead of just scrapping it at the first sign of resistance. Hell, i did around 9 versions of cp_ridgeline before i gave up on it.
From the looks of it all the map needed was a bit of fat cutting, nothing too serious.
 
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tyler

aa
Sep 11, 2013
5,102
4,621
No shame in realizing your mistakes aren't worth correcting and starting a new map. It'll go faster too, since you've gained experience with the tools and everything. But definitely remember that level design is iterative, and that's really the purpose behind version numbers. Don't be so quick to give up all the time.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
At least tell us what went wrong?
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857

ConradBenderfry

L1: Registered
Jul 13, 2013
21
2
Oh, man, those angled buildings makes me dozy. Might be a major pain in the ass to work with those. Looking really good though.