KotH Caracol A2

Mayann KOTH

  1. bazooka

    bazooka L1: Registered

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    Caracol - Mayann KOTH

    This is a Mayann KOTH map with its layout based around the triadic pyramid structure. Two routes to mid also provide quick access to the other team's second courtyard. I thought this might be interesting, though the concern is that it could lead to spawn camping. We'll see!

    This is my first map, so I expect it will need a lot of work.
     
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  2. Muddy

    Server Staff Muddy Muddy

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  3. bazooka

    bazooka L1: Registered

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    Thanks for taking a look! I agree, that right angle turn to get to mid and the point is tough. I want to put an alpha or two through play tests to see if it can work before throwing it out. Working on A2 right now.
     
  4. bazooka

    bazooka L1: Registered

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    Overall layout, scale, and gameplay improvements, and fixing of technical glitches.
    • Condensed second and middle courtyards.
    • Raised back of second courtyard and added some cover.
    • Added route to back of capture zone.
    • Added platform behind capture zone.
    • Made getting to enemy's second court take slightly more time/effort.
    • Made health and ammo more abundant.
    • Added some small-scale brushwork and props to various areas.
    • Fixed spawn room trigger not covering all of spawn room.
    • Fixed broken blue resupply lockers.
    • Fixed various clipping issues.

    Read the rest of this update entry...
     
  5. bazooka

    bazooka L1: Registered

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    Thanks to everyone for playtesting and giving feedback. Thoughts on A2 feedback:
    • The objective is mostly ignored. Often see people pushing to other team's courts even though they don't own the capture zone.
      • Probably because the capture zone is the most out of the way area due to the omega-shaped layout, and two routes can bypass mid. Fundamental problem.
    • Something about the map feels like special delivery.
      • Almost definitely the relation of the capture zone to spawn being similar to Doomsday. I like the idea of making it special delivery. It would be cool to launch a rocket or something from the center pyramid to the enemy's base. But it would require a lot more work for sure. Minimum layout requirement would be adding another area for the Australium case.
    • Big for KOTH. 3-CP may be more fitting.
      • I agree that it's too big, but I can't imagine a 3-CP map playing very well.
    • Soldier-biased.
      • The cramped transitions are good for splash damage, and the open courts are good for rocket jumping. Need to open up the transitional areas, and somehow limit rocket jumping or make it less powerful. All the while, I can't make the map bigger if it stays KOTH...
    • Middle transition to first court is disorienting because it looks like it will go to the highest ground, but it doesn't.
      • I wonder how big of an issue things like this are. It is a little counter-intuitive, but does it matter after you've gone through it one time?
    • Half of the second court is pretty useless.
      • This problem naturally occurs with the omega-shaped layout for KOTH. It's hard to justify the outermost routes/areas. I gave the outermost route access to the highest ground to try to justify it (thanks for noticing, Phi!), but it still doesn't quite do it.
    • You can rocket jump up in 2nd court or mid to shoot down on other mid or 2nd court, respectively.
      • Wouldn't seem unintentional if you could jump over the wall separating 2nd court and mid. I originally wanted this, but it would make Soldier/Demo even more powerful.
    • Mid is prone to sentry domination.
      • Didn't see this in game. I'm not sure.
    • The tops of vertical beams on scaffolding need clipping.
      • Clipping would look bad here, because the player would float too much. Ideally, the tops of the beams would be brushes that are non-solid to players, have correct projectile interaction, and have proper lighting. Func_illusionary and func_brush fail at the last two. Displacements might work, but I haven't tried, and it seems like overkill. I played around with making custom tool textures with no success. The only other option I can think of is to simply chop off the beams. Any other ideas?
    I'll think on all of this. More feedback is always welcome and thanks again!