KotH complex

Discussion in 'Map Factory' started by Exachix, Sep 5, 2011.

  1. Exachix

    Exachix L1: Registered

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    Hello,

    This is the first map I've created, and I'd like some input into it so I can either update it or so I don't make those mistakes next time around.

    The map is a symettrical king of the hill map with two levels. The control-point is off-center so both teams have to travel in the same space to get to it, unless they go through the upper section.

    I may be a bit light on health and ammo packs, but would like some input from others before I alter that, or any of the other aspects. I do not intend for this to be the final build, and realize that many components of the map may still need work.

    Alas, bots still need a navmap build to work, but that's fairly easy to perform.

    Apoligies if this is the wrong place to post this.
     
    Last edited: Sep 8, 2011
  2. Prestige

    aa Prestige im not gay anymore

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    i think this name has been chosen maybe 100 times. looks decent though.
     
  3. Terwonick

    Terwonick L6: Sharp Member

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    my only problem with it so far, is that in the first screenshot you can clearly see the same texture being used as both a vertical wall and a horizontal floor. this is generally a big no-no because it just doesn't look right. though I do understand this map is in alpha... which brings me to my second problem/opinion. most people (myself included) view a beta as a map that has game-play nailed down, only making changes if you absolutely must. an alpha is when you should be expecting to make huge changes, like getting rid of one route and putting in another elsewhere. I believe that you should change your's to alpha
     
  4. Exachix

    Exachix L1: Registered

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    I hadn't planned on changing major aspects of the layout, only minor parts of it, unless there were many suggestions otherwise.

    Re the ceiling; I will get around to changing that for the next build after I take a longer look at the ceiling textures.
     
  5. Sebi

    Sebi L2: Junior Member

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    On the first screenshot, I would get rid of that vertical hazardstripe texture. It looks odd to me.
     
  6. Terwonick

    Terwonick L6: Sharp Member

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    I wasn't talking about the ceiling (though now that you point it out that part looks good) I meant the make-shift handrail with the grate texture.

    Just stay open to others opinions of your map, (I'm not saying you should do what they tell you to, but listen to them) I have done so and koth_saltmine was sooooo much better than it would've (at least for an a2) been otherwise (although it still needs a bunch of work).
     
  7. Exachix

    Exachix L1: Registered

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    Ok, I'll sort something out about the handrail. Thanks for the advice, I'll try and keep an open mind =).

    I assume you mean on the steps? I was using it to show where the steps were (the original texture made them hard to see) so I'll try and find something that looks ok. I appreciate the input though.
     
  8. Exachix

    Exachix L1: Registered

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    Changelog; 09/09/2011.
    Altered some of the Textures - the stairs and the handrail.
    Added some more screenshots, including one to show the overview of the map.
     
  9. GenEn

    GenEn L1: Registered

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    Looks a bit small from the screenshots, and with very few options for player movement. The high ground is more accessible from the spawns than the lower, center path- I don't see much reason for players to ever try to use the low ground. There's just no disadvantage to going on the upper level. Though I see that there's no way up from the point to the upper ground- so it's very susceptible to spam. I'd recommend giving more options for players to move around the point, perhaps giving more limited access to the high ground from spawns and make the point area itself larger with more cover. Which brings up the fact that there's very little cover as well, heavies and sentries would probably dominate.