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KotH Cold Feet a5

PossessedInkieShark

L3: Member
Mar 27, 2015
113
32
Cold Feet - Remember to wear your thick socks

Alpha one of my koth map. Based somewhere cold, where both teams fight over a house for some reason.

Things to do:
  • Make the map feel less claustrophobic
  • More optimization
Images:
20160324135737_1.jpg
koth_coldfeet_a40001.jpg
koth_coldfeet_a40002.jpg
koth_coldfeet_a40003.jpg
20160324135745_1.jpg
 
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Star Bright

L2: Junior Member
Jan 4, 2016
75
65
That middle area in general has some serious sightline issues. Snipers can completely dominate the middle 2/3s of the map. There's a little cover, sure, but there are still some areas where you can see too much.
 

Star Bright

L2: Junior Member
Jan 4, 2016
75
65
Sure thing.
Standing here, on the walkway:
3C471825CDEBF0CF379F8160F9F51E575178650E

I can see:
The door
BEB59F460BB517E62FECCCEB2E91521728B94D68

The right side door to watch for flankers
DF9F560EA00BC998D69CA4B1FAD6C0357E19EC78

And more than half the point, getting a glimpse of the enemy's sniper spot.
A9C8D1023AD0EF639E9E3191BE34D4AE371796D7


From the far left, just past the full health kit:
E2EB5530BF6570916F070FD34170BAC7175912F8

I can see:
More than half the enemy's courtyard
ECF6D5C75A84C7C0B4E2E1A770B7D49AC04F633B

The door again
FF8A3D5E70A35927686A858B8AA960377CC2F5F8

And a decent view of the point itself, especially the main entrance for both teams.
C3D9904088FDDD8C01A20BA0BE2BC8650C2F9348

275E6BC73FAADFA42486ABF965E4C1B60220E4C2


As for the door itself:
6F584A1734283CBE0D7E2F00212BBA5C7A511399

Yeah, that's almost the entirety of the enemy courtyard and the point under my eyes, not to mention I can clearly see if someone drops below me or tries to flank from the right side.
 

PossessedInkieShark

L3: Member
Mar 27, 2015
113
32
As for the door itself
The doors itself is meant to be like that, while I'll add some LoS blockers, if you think about it you're very exposed and the closest packs would force you to walk for a good 15 seconds to get back up. And generally balancing that spot is going to be hard as I want it to be a way scouts can get on top of the point.
I'll look into fixing the other examples.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
Generally speaking bots are never a good indicator for gameplay. They act nothing like actual players. They don't explore options for movement, they take stupid positions, and they have wonky aim.
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
Generally speaking bots are never a good indicator for gameplay. They act nothing like actual players. They don't explore options for movement, they take stupid positions, and they have wonky aim.
Bots are only really good for testing entity work, but since the entity-heavy map types aren't even supported by bots they're still kinda useless at that.
 

PossessedInkieShark

L3: Member
Mar 27, 2015
113
32
Moved the large hp kit down to the floor
Brightened up some buildings
Plugged the gap between the left buildings
More clipping
Fixed a sight line

Things to do:
Balance mid. I do not know how to discourage camping on the point.
Add height variation in courtyards

Thanks to everybody who tested during the US gameday on the 16th January

Read the rest of this update entry...
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
I do not know how to discourage camping on the point.

The best way to do this is really to make people not want to be there. You can do this by making it tactically bad to be there (in a ditch / lots of highground semi-nearby) or by not having so many pickups close by. If you make it tactically bad to be there though then it may discourage people from capping as well so you've got to get the balance right.
 

PossessedInkieShark

L3: Member
Mar 27, 2015
113
32
  • Decreased the depth of the pit around the point, scouts can double jump out of it
  • Reduced the size of the left hp pack to small
  • Moved the hp packs to the left and right of the point into the pit, increased size to large
  • Buildings between spawn and point now go all the way to the skybox
  • Right path to the sniper perch placed inside a building
  • Added an alternate route to the courtyard to the right that provides a height advantage
  • Did some clipping on prop ramps...

Read the rest of this update entry...
 

Hornet

L1: Registered
Feb 7, 2016
1
0
  • Made most of the floor whiter
  • More clippingMore nodraw optimization
  • More nodraw optimization
  • Added steps outside the door to the roof area to make getting back in easier
  • Reduced the size of the health packs by mid to medium
  • Added a small ammo pack to each side of mid
  • Removed the roof from mid
Read the rest of this update entry...

Great stuff Sinchu, thanks for making these updates. What else do you have planned?
 
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