Resource icon

KotH Collider B1

dryerlint

L5: Dapper Member
Mar 28, 2016
204
190
Collider - A very compact underground KOTH map, where RED and BLU fight over a particle accelerator.

----

Deep underground, RED and BLU have claimed opposing sides of an old particle accelerator

Both teams now plan to override the safety systems, and use their beam to destroy the other side's equipment

Who will do it first?

This is a small and compact KOTH map, where the cap point is in the center of the accelerator facility

----

This is my second map. I know the layout isn't very good (really underscaled it) but hopefully it's not not too bad to play on.

----

Planned features:
- Fancy explosion effects on round completion
- More responsive environment (facility changes based on which team owns the point, how much time is left, etc)
- Lighting and modelling improvements
- More generic detailing

----

Enjoy!
 
Last edited:

srs

L2: Junior Member
Apr 1, 2016
53
10
okay okay, lets start with my order of fries.

koth_collider_b10000_1.png

i shouldn't be running shit can graphics but to late. don't know why you had put a sentry in the spawn, maybe it's for the map theme but but but buildings in games would confuse players wondering why is there a sentry right there. it just that it's not recommended to have sentries and stuff like that.

koth_collider_b10001.png


the spawn doors behind the real spawn doors did throw me off. you should change or just doing something with it, don't want players feeling like their playing a mirrored map.

koth_collider_b10002.png


should put some signs that tell you "secret tunnel for you go to through" because i did not know

koth_collider_b10004.png


same for this one i guess

in conclusion, the map is fun to play, alot of routes of flanks to choose. a great sniper shack too. I really like this map. i would use spoilers for the images but I dont know how. also the stairs are messed up
 
Last edited:

dryerlint

L5: Dapper Member
Mar 28, 2016
204
190
Thank you for all the feedback!

Yeah, I was trying to decide whether or not to keep the sentry. I'll remove it if it's too confusing.

The doors behind the spawn were supposed to just be cosmetic. I can remove the gameplay signs above them, maybe?

As for the secret tunnel, I actually did put some overlays on the background wall, not sure why you can't see them

I'll add some more arrows and signs especially near spawn

I'm not sure what to do about the stairs. I would add a playerclip over them, but lots of the stairs use the "metal grate" surface, resulting in clanging footstep noises. Whereas Playerclip makes generic footstep noises when you walk over it.

Glad to see that you liked the map though!
 

srs

L2: Junior Member
Apr 1, 2016
53
10
Thank you for all the feedback!

Yeah, I was trying to decide whether or not to keep the sentry. I'll remove it if it's too confusing.

The doors behind the spawn were supposed to just be cosmetic. I can remove the gameplay signs above them, maybe?

As for the secret tunnel, I actually did put some overlays on the background wall, not sure why you can't see them

I'll add some more arrows and signs especially near spawn

I'm not sure what to do about the stairs. I would add a playerclip over them, but lots of the stairs use the "metal grate" surface, resulting in clanging footstep noises. Whereas Playerclip makes generic footstep noises when you walk over it.

Glad to see that you liked the map though!
Yeah those gameplay signs will make you think to go that way. And maybe, possibly you should add some barriers or something around the point or at the lower level because down there, demos can literally just spam grenades and pipes. Unless that was part of your idea.
 

RodionJenga

L5: Dapper Member
Oct 24, 2015
236
256
Players will often try to use rollerdoors whether there are signs or not. If they are for detail, either use the ones with the "no entry" hand or put some props in front of them, something to indicate that the way is blocked.