KotH Campground

Discussion in 'Map Factory' started by Nighthawk7, Nov 14, 2011.

  1. Nighthawk7

    Nighthawk7 L1: Registered

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    Hello there! Although this is the second version of campground, I've never posted in the forum about it until now. This is a small King of the Hill map set in a forest camping park. The control point is made to look like a campsite, and there are various park ranger buildings on the RED's side with a cave and river on the BLU side. The weather is supposed to be a light rain hence the sunny lighting with rain.

    Any constructive criticism would be helpful. I haven't been able to test the gameplay yet with many players but I am getting my own TF2 server soon and will be running the map. I know it'll be challenging finding gameplay balance with an asymmetrical map.
     
  2. Wilson

    aa Wilson Burial by Sleep

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    Considering quite lack of detail, 3d skybox and (as you said) proper playtesting, it is shocking this is an RC.
     
  3. Jeremy

    Jeremy L11: Posh Member

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    A few criticisms:
    • Capture zone looks really open.
    • Horrifying sightlines all around.
    • Ceiling is really low in the second screenshot.
    • Ammo/health packs should always be on the ground.
    • Fifth screenshot is extremely dark.

    Also, as mentioned before, this is severely under-polished for Release Candidate.
     
    Last edited: Nov 14, 2011
  4. tyler

    aa tyler snail prince, master of a ruined tower

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  5. Prestige

    aa Prestige im not gay anymore

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    on the upside, i like the displacements and the outside detailing. it's hella open and sightliney though.
     
  6. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Trees tend to be bad gameplay, since you can't see through them, so the only things viable are sentries and spam.
     
  7. Nighthawk7

    Nighthawk7 L1: Registered

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    Well I guess I got a bit ahead of myself with the RC, but I know the map still needs a lot of work. As for the sight lines I was trying something out for balance where the BLU's spawn is easily seen from many angles but they have 2 spawn exits, while the RED team has 1 spawn that's very hidden and they also have the high-ground. I don't know how well this works though without play testing, but if I need to I'll add a second spawn for RED and more cover for BLU. Also you're right, I really do need a 3d skybox so I'll add that for the next update.

    Also SirRaffi, the ceiling in the second screenshot's already been raised in this update, that's just an older screenshot. I don't really know how to make the Capture zone less open while keeping the theme though, maybe more tents or a camper van.

    Anyway, thanks for the replies guys, quite helpful!
     
  8. English Mobster

    English Mobster L6: Sharp Member

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    Yeah, this looks more like a late alpha or early beta than a RC. Just sayin'. Looks =/= version.
    You definitely need a LOT more cover near the point. Like a LOT. So much to possibly warrant a complete redesign of the point. Raise it well above the geometry around it and add cover to separate the yards around it from the capture area itself to divert the spam from the point and reduce sightlines. Perhaps move your buildings up to next to the point to make the space much more compact and fun.
    You're still going to have lots of issues. I would get rid of all trees from the gameplay area; move 'em to the unplayable areas where they won't affect gameplay. Asymmetry is never good for non A/D maps; competitive players won't touch your map because the rollout is different depending on which side you're coming from, giving one side a slight advantage.

    This sounds harsh, but there's a lot that needs to be done before this is even close to an RC. :/
     
  9. REEJ

    REEJ L7: Fancy Member

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    Oh noes! An open map dares to be open.
     
  10. Wilson

    aa Wilson Burial by Sleep

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    Yes, and that is a problem.
    Nobody likes super open maps where snipers dominate most of the round.