KotH Boxhold

Discussion in 'Map Factory' started by Zemskiss, Jan 5, 2011.

  1. Zemskiss

    Zemskiss L1: Registered

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    KotH_boxhold

    Hello everyone !

    Koth_boxhold is going to be the first map I'll ever create. Even though I've read numerous amount of tutorials around here, I still find a lot of layout, design and technical problems on the map.

    Your help is highly appreciated ! Post you comments below and describe what do you like and what needs to be changed.

    Thank you for attention ! :blushing:
     
    Last edited: Jan 7, 2011
  2. The Whole Team

    The Whole Team L1: Registered

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    Clicked the download link but I got this error:

    Oops! (403)
    It seems you don't belong here! You should probably try logging in?

    You can also check out our FAQ or forums and maybe you'll find what you were looking for. Or maybe you should try heading home.
     
  3. Zemskiss

    Zemskiss L1: Registered

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    Fixed the download link.

    I was also thinking that there are way too many props. But if i wasn't sure about that, now I AM.

    I wanted to make sort of a "hazard" area in the center, so some classes couldn't get out of there simply by running out. ( The only option to get out of it is to drop down to the bottom floor). If the idea won't be successfull in the future, i'll simply add a wooden plank or a metal floor in there.
     
    Last edited: Jan 5, 2011
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    Probably not his fault.

    Anyway, I suggest you remove the amount of props. Normally we call prop usage just that -- "prop usage". This is what we call "prop spam". You should have maybe 30% of those barrels and crates. That's insane.

    Not sure how you get onto the point. If it's a jump, could be weird.

    Turn your ramps into stairs. That tile texture isn't really meant for large ramps like that.

    Looks good for a first map beyond that. I could probably find more were I to play on a game day.
     
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  5. The Whole Team

    The Whole Team L1: Registered

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    Ran through it really fast and here's a few things:

    First off the entire map was HUGE for a koth map. With the upper area, lower area and the area with the cp not to mention the hallways leading around it may be a tad bit large.

    Also, the insta death water should get changed to make it look more like it's going to kill you or be removed.

    The upper area through the vents just feels sort of unnecessary to me. The spawn is closer than the giant health packs (by the way, you should probably avoid putting two 100% health and ammo packs in the same small room) and it isn't really a flanking route since it leads directly to the spawn instead of around enemy lines.

    The whole jumping down onto the point and getting off by jumping down probably won't work out well. Since the point is lower than the area around it, it's should be easily spammed by soldiers and demos without those on the point being able to retaliate.

    It's possible that there could be some huge sightlines that snipers could dominate.

    Still, we'll have to see how it performs in a gameday.
     
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  6. Exist

    Exist L6: Sharp Member

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    I really recommend making atlest 1 path onto the point, 2 would be better, 4 would be optimal. That point would get extra demo spam, extreme rocket spam, scout domination, and pyro airblasts.

    As a rule of thumb, putting a point on a platform is usually frowned upon, and doesn't really work well gameplay wise.

    Look at this diagram

    [​IMG]

    If your really set on that point layout, try it like that, with rails around the edges.
     
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    Last edited: Jan 5, 2011
  7. REEJ

    REEJ L7: Fancy Member

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    Prop spam or not, in CSS you'd call that a great looking, first map.
     
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  8. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Apart from the overuse of props, it looks quite good.
     
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  9. Zemskiss

    Zemskiss L1: Registered

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    Thank you everyone for replying !

    As for the next update there are going to be some major changes in a layout.

    -The area which connects the bottom floor with the main floor is going to be completely removed. The area which takes you to the balcony will now have stairs that will take you to the balcony, as well as to the bottom floor.

    - The control point platform is going to be positioned higher, and there will be no need to jump to access it. The new control point will look just like on Exist's diagram. However, there are going to be small 4 doors in each angle, which will open up as you touch them, giving you a free ticket to hell. ( The idea is still under development...)

    - The number of props is going to be decreased. ( DECREASED, not REMOVED )

    - The vent is going to be removed/changed.
     
  10. Zemskiss

    Zemskiss L1: Registered

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    A2 has been released !
     
  11. Zemskiss

    Zemskiss L1: Registered

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    A3 has been released. If you have a little bit of time, feel free to run around the map and reply here.

    Next update will come around 01-13-2011.