KotH Cold Feet a5

Remember to wear your thick socks

  1. PossessedInkieShark

    PossessedInkieShark L3: Member

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    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
     
    Last edited: Mar 24, 2016
  2. Uncuepa

    aa Uncuepa

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  3. Turnip

    aa Turnip The 80s Vegetable

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    Vitaman C! CANT BEAT THE POWER OF THE SUN!
    Your using alot of bright orange dev textures, from the screenshots.
     
  4. PossessedInkieShark

    PossessedInkieShark L3: Member

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    • Agree Agree x 1
    • Creative Creative x 1
  5. Turnip

    aa Turnip The 80s Vegetable

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    Little side note: dont put periods for versions of versions, use alphabet, _a1b, _rc15z (crash) etc..
     
  6. Star Bright

    Star Bright L2: Junior Member

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    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.
     
  7. PossessedInkieShark

    PossessedInkieShark L3: Member

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    Pictures please?
     
  8. Star Bright

    Star Bright L2: Junior Member

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    Sure thing.
    Standing here, on the walkway:
    [​IMG]
    I can see:
    The door
    [​IMG]
    The right side door to watch for flankers
    [​IMG]
    And more than half the point, getting a glimpse of the enemy's sniper spot.
    [​IMG]

    From the far left, just past the full health kit:
    [​IMG]
    I can see:
    More than half the enemy's courtyard
    [​IMG]
    The door again
    [​IMG]
    And a decent view of the point itself, especially the main entrance for both teams.
    [​IMG]
    [​IMG]

    As for the door itself:
    [​IMG]
    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.
     
    • Thanks Thanks x 1
  9. PossessedInkieShark

    PossessedInkieShark L3: Member

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    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.
     
  10. JMaxchill

    JMaxchill L5: Dapper Member

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    Have you had this playtested yet?
     
  11. PossessedInkieShark

    PossessedInkieShark L3: Member

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    I've been testing with bots, but no humans
     
  12. Zed

    aa Zed Certified Most Crunk™

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    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.
     
  13. TyeZenneth

    TyeZenneth L6: Sharp Member

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    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.
     
  14. JMaxchill

    JMaxchill L5: Dapper Member

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    To get it tested on TF2Maps, put it in a gameday thread here when a new one comes up, or hop into chat and ask for it to be imped. You can then find the feedback from that here!
     
  15. PossessedInkieShark

    PossessedInkieShark L3: Member

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  16. PossessedInkieShark

    PossessedInkieShark L3: Member

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    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...
     
  17. zahndah

    aa zahndah professional letter

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    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.
     
  18. PossessedInkieShark

    PossessedInkieShark L3: Member

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    • 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...
     
  19. PossessedInkieShark

    PossessedInkieShark L3: Member

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    • Made most of the floor whiter
    • More clipping
    • 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...
     
  20. Hornet

    Hornet L1: Registered

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    Great stuff Sinchu, thanks for making these updates. What else do you have planned?
     
    Last edited: Jun 4, 2016