Backyard

Tekku

aa
Aug 31, 2008
723
873
Koth_Backyard is my newest map which takes place in alpine villages backyard!
Both of teams has their headquarters near the village plaza, but you know red and blu won't live safely when their enemy is right next to you!
So now, take your jar of piss, sandwiches and some drinks for a picnic with blu/red team!


Code:
Note: After first tests, i will decide should this be an koth map or an arena map.

P.s Map name could change too!

As always i would be happy to hear your ideas and constructive criticism!

If u downloaded the map please post an reply, reply's help mappers become better.
 
Last edited:

Owlruler

L12: Fabulous Member
Dec 10, 2008
964
275
looks very linear.
 
Feb 17, 2009
1,165
376
Just played it. Layout is overall ok. You should remove (or make it lower) the block under the resupply, it was blocking the resupply locker.
It was a bit sniper friendly, but keep working ;)
 

PenPen

L5: Dapper Member
Apr 24, 2008
207
136
It is quite sniper friendly and it is definitely a rather straightforward map. It's okay, I think.

And the resupply locker should be easier to access. D:
On spawn everyone's facing the wall iirc, you should have them face the spawn doors instead.
Due to most of the action being at the center a medium or small medkit would be nice (there needs to be more if there's one already).

Oh, and this:
koth_backyard_a1a0000.jpg


Right outside spawn.
 
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Tekku

aa
Aug 31, 2008
723
873
It is quite sniper friendly and it is definitely a rather straightforward map. It's okay, I think.

And the resupply locker should be easier to access. D:
On spawn everyone's facing the wall iirc, you should have them face the spawn doors instead.
Due to most of the action being at the center a medium or small medkit would be nice (there needs to be more if there's one already).

Oh, and this:
koth_backyard_a1a0000.jpg


Right outside spawn.

Uh ill just remove the resupply locker block :S
Yes, i will also face spawns to right direction..

There are already 2 small medkits so i might only change one small to medium.

Ignore those texture misstatements..




Also, thanks to everyone who play'd mine map :) Also if u have any suggestions please post them i will read them..
 

littleedge

L1111: Clipping Guru
aa
Mar 2, 2009
986
605
The health and ammo around the map were floating high up in the air.

http://dl.getdropbox.com/u/1490725/koth_backyard_a1a0012.jpg
Too many ammo paks...within 10 feet of eachother.

Misaligned displacement blend textures.

That block under the resupply locker...Either add a step to it or take it away. It just doesn't flow.

http://dl.getdropbox.com/u/1490725/koth_backyard_a1a0013.jpg
It's not like I'll ever encounter anybody to fight to be up here, but I doubt you want me up here anyways.

Liek I said up there: koth maps tend to have encounters throughout the map. This seems to just be fighting in the middle. I dunno how you can fix it, though.
 

Tekku

aa
Aug 31, 2008
723
873
Updated to alpha 2



*Added additional route to cap point
*Raised player clip to allow demo/solly jumping
*Changed health/ammo pack locations
*Minor texture changes
*Added cubemaps
*Removed the block under resupply lockers
*Added some props
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
awesome map tech, just played it today.

I really feel like it's balanced well and it's pretty fun to play on.

only suggestions I have are to to maybe change where/how the control point is.

but still, can't wait to see it textured!
 
Aug 10, 2009
1,240
399
May I suggest you add routes around the hill (I assume you are sticking with king of the hill because standoff map setups never work with arena) and into the other base to take out some linearity of the map and allow for more interesting gameplay?
 

Tekku

aa
Aug 31, 2008
723
873
A small hint how will control point look in a3 :)

2093q4w.jpg


Yes that's custom skybox (It needs some work though)

Im really happy how the cp looks now (its not ready yet,so it might look even more impressive), expect a3 later this week..
 

MrTwitch

L1: Registered
Jun 27, 2009
37
9
There were a lot of surfaces that should have been accessible by a demo or soldier that were not, notably some low roofs.

The map played very well for scouts towards the beginning but with two snipers on each team the middle ground became a chore. I don't know how the layout would work in arena mode but I think it still has potential as a KotH map.

This is the only screenshot I seem to have taken of the rounds we played...
01.jpg
 

Tekku

aa
Aug 31, 2008
723
873
There were a lot of surfaces that should have been accessible by a demo or soldier that were not, notably some low roofs.

The map played very well for scouts towards the beginning but with two snipers on each team the middle ground became a chore. I don't know how the layout would work in arena mode but I think it still has potential as a KotH map.

This is the only screenshot I seem to have taken of the rounds we played...
01.jpg

The sniper problem will be all the time until the map will be detailed fully, at least the main fight area.
Yes, i know snipers that 2 snipers are dominating, but? In every map like dustbowl or goldrush even viaduct is sniper friendly (Im not sure about viaduct thought), the main problem for me was to make a layout friendly for all classes. Sure, the layout will chance but only to make the map more friendly for pyros, spies and engies, theres nothing to do about snipers right now until ill add more cover, and be sure, ill do it in next version.