KotH Cement

Discussion in 'Map Factory' started by Shogun, Jul 25, 2014.

  1. Shogun

    Shogun L6: Sharp Member

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    Cement is a fairly straightforward King of the Hill map. The map is set in an industrial site similar to Well or Foundry. I'm very exited to finally be posting my first map and I look forward to hearing feedback.
     
    Last edited: Aug 2, 2014
  2. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    Length and flanks look good! Can't wait to try it out!
     
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  3. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    It seems to be a pretty cool map- the point area is nice, with good height differences. I worry that the map is overscaled, though- how does it compare to other valve maps, particularly width-wise across the point? There also doesn't seem to be a way past or around the point? Which is often very useful. (There is the route underneath, but I suspect you could cover that from the point.

    The spawn areas just outside spawn worry me, because they're very big and flat, and you can cover both spawn exits from the top of the train cars. They could also just plain be more interesting-right now, they're kinda just areas you go through on your way to somewhere else.
     
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  4. Shogun

    Shogun L6: Sharp Member

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    Updated to a2. Details in the changelog.

    @LeSwordfish:

    Thanks for the info! As for scale, the point itself is 512x512 units, as with a lot of other stuff in the map. Most of the ceilings are 256 units high, a few being 192 units.

    As far as flanks go, here is an image in which I labeled what I considered to be flanks, as well as an area that I plan to add an additional flank like thing to.

    [​IMG]

    I kinda ran out of ideas on the spawn yard, so I just went with a train terminal. The trains block sightlines for the most part, and the one to the right provides a pogo jump opportunity for soldiers. I certainly see what you mean about spawn camping though, smack a sentry or even just a soldier/demoman up there and it could be difficult to get out of spawn. Again, thanks for the insight.
     
  5. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Sorry, my intention was to ask about the scale of the whole point area- the whole arena around the point.
     
  6. Shogun

    Shogun L6: Sharp Member

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    Updated to a3. Just small changes, but necessary changes.
     
  7. Shogun

    Shogun L6: Sharp Member

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    Updated to a4, changes based off of impromptu testing feedback. I focused on adding more health and ammo as that was by far the biggest complaint with the map. There are now 2 new small health and ammo packs around mid.

    I still need to find a way to remove the "No Entry" symbols from the team spawn doors when it's your own spawn.
     
  8. Shogun

    Shogun L6: Sharp Member

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    Updated to a5, I've decided to sort the change log into major and minor changes for each update. Major changes will most likely by significant geometry additions/removal, detailing, and some optimization, Minor changes will be addition. removal of props, small bugs and clipping. Enjoy!