KotH Chilltower

Discussion in 'Map Factory' started by HQDefault, Mar 19, 2015.

?

How to fix mid?

Poll closed Mar 29, 2015.
  1. Simply widen what exists of mid

    0 vote(s)
    0.0%
  2. Add something else in between spawn and mid

    1 vote(s)
    25.0%
  3. Both!

    2 vote(s)
    50.0%
  4. Neither! It's perfect!

    1 vote(s)
    25.0%
  1. HQDefault

    HQDefault L12: Fabulous Member

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    Basically, Chilltower is a koth map that is HIGHLY directed towards more casual players, you may have noticed it's rather small and I really just made sightlines to a tolerable point. But the over-lying concept was to create a map that is fun, exciting, has good height variation, and is original. And I know the development of this map is going to be a bumpy ride, but I wanted to design this map to be very hectic and noncompetitive. Like Hightower!

    Just bear with me, and let's hope this gets somewhere!

    Are screenshots up to date? Good enough :sleep:
     
    Last edited: Apr 13, 2015
  2. Moonrat

    aa Moonrat The end of an era

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    So how many maps are you currently working on?
     
  3. HQDefault

    HQDefault L12: Fabulous Member

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    Just this 1 right now
     
  4. phi

    aa phi For Whom The Sorrows Sing

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    Would work well as some sort of hold-the-point gamemode but as it is right now 1CP A/D isn't a very good gamemode
     
  5. RubbishyUser

    RubbishyUser L7: Fancy Member

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    Can you elaborate? I know I tried testing a payload map with only a single point made to mass criticism, and I think that was because round times were short and play didn't seem to go anywhere, but that may have been because the point wasn't designed to be a last point anyway.

    From what I can see from the screenshots, HQ has tried to mitigate that by making the map really small and hectic, surrounding Red in a kind of defense-of-the-Alamo way with Blue spawns on either side. On the other hand, the only way to attack the point is by going down the bridge. If he can make it so that the weaker classes have things to do in terms of flanks, he may still have a decent map in his hands.
     
    • Thanks Thanks x 1
    Last edited: Mar 19, 2015
  6. phi

    aa phi For Whom The Sorrows Sing

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    I just don't think 1CP works as a concept. Rounds are too quick and the map quickly gets boring and same-y. The biggest flaw with 1CP is that if RED gets wiped once, BLU pretty much automatically wins the round. If the map was extended to some sort of 2CP or 3CP standin-style mode with more arena variety it might be more entertaining. As it is now it's too small to be engaging for longer periods of time.

    Also the split spawns really don't serve too much of a purpose other than splitting up teams and making it hard to cohesively own any given area of the map.
     
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  7. Bunbun

    aa Bunbun Gay sex slave

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    1 cp could work as last a stage on a multi-staged a/d map
     
  8. Muddy

    Server Staff Muddy Muddy

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    more like cp_icecrap amirite lel

    I can imagine a version of koth where the point is in RED's base, rather than in the middle of the map. A/D koth if you will.
     
  9. HQDefault

    HQDefault L12: Fabulous Member

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    [​IMG]

    The map's already been ported to koth (under a different name, btw) and it's already looking a lot better.
     
  10. HQDefault

    HQDefault L12: Fabulous Member

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    Well, after flipping a coin...
    I give up.
    Will one of the site staff to me a solid and wipe this atrocity off the face of the earth? I'd prefer nobody remember it happened.
    Thanks.
     
  11. phi

    aa phi For Whom The Sorrows Sing

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    ...Okay? I actually didn't think it was that bad. The only thing that desperately *needed* to be changed was the gamemode/maybe move the BLU spawns around. The rest comes with the natural development process. Alphas are for experimenting/fixing/figuring out what's right and what's wrong... you're not going to make a good map from first go, nobody will. I can't quite tell why you're so disappointed with this map because I thought the test went alright. As I said, gamemode is the major thing needed to be changed to make the rounds longer/more dynamic/interesting. Unless you really don't like the map, whatever. Your choice I guess
     
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  12. HQDefault

    HQDefault L12: Fabulous Member

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    The problem is there is just...
    too many problems. It's too small, sightlines are straight up unfair, just...
    It's not worth it.


    EDIT:
    So... eventually I worked up the courage to look at the demo, and... everyone was using the routes the way I intended.
    So maybe there's hope yet!
     
    Last edited: Mar 20, 2015
  13. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Good, keep working on it.

    We don't ever, ever delete maps because 'their atrocious." So, you're stuck with it.
     
  14. HQDefault

    HQDefault L12: Fabulous Member

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    A2 is out against all odds!

    Now then, will one of the site staff help me out by changing the name and gamemode tag?

    EDIT: Thanks!
     
    Last edited: Mar 20, 2015
  15. Prolyfic⁸

    Prolyfic⁸ L5: Dapper Member

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    Oh my god ! You...Y..Y..

    YOU CHANGED THE NAME + GAMERULE !!

    It's...fantastic !! continue to work on it
     
  16. Prolyfic⁸

    Prolyfic⁸ L5: Dapper Member

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    I found only 2 bugs on the map (no important)

    - Light go throw the walls
    - For the 1-way door, inverse the color because the red is on the blue (and vice-versa)
     
  17. HQDefault

    HQDefault L12: Fabulous Member

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    Good news!
    We had an impromptu today, and I'd consider it a success! (Man, I'm glad now that I didn't give up)
    Only a few minor problems to fix. Widen mid a bit, change the pickups around, get rid of that 1-way door, and a few other things.

    Other than that, we had a lot of fun, and my goal is within view :)
     
  18. HQDefault

    HQDefault L12: Fabulous Member

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    So, I was skeptical on how to enlarge mid to proper proportions, so I put up a poll on the options I had. I wanted to see what you guys have to say.
     
  19. HQDefault

    HQDefault L12: Fabulous Member

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    Alpha 3!
    Only did 1 of the 2 things I should've done though. I added stuff in between, but I didn't scale mid up, simply because with the current geometry, it turned out to be CRAZY hard to scale up :c

    Oh well. It's still a lot better though :)
     
  20. Prolyfic⁸

    Prolyfic⁸ L5: Dapper Member

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    Thx for the a3 dude (and my vote for beetwen spawn and mid)