Design Questions

Atasco

L2: Junior Member
Aug 7, 2017
60
2
Hello again! I've made like seven maps and all of them are trash, but I guess that's the learning process. I'm coming back to them, but once I realize it's going pear-shaped I kind of jump to another design until I know I can fix it. All of them are like, a1 and pre-a1 so it's nothing you're missing out on.

The actual main question, I'm currently making a 5cp map now, and was wondering: is it normal to design the center point like a koth map? I figured that was the norm, but I was wondering if there were any considerations I had to keep in mind that are different for Xcp maps
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
The actual main question, I'm currently making a 5cp map now, and was wondering: is it normal to design the center point like a koth map? I figured that was the norm, but I was wondering if there were any considerations I had to keep in mind that are different for Xcp maps
What do you mean by this?
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
Essentially, I was thinking about the midpoint as a koth using the Viaduct Formula, the spawn, two exits, courtyard, three routes, courtyard, three routes, and the point.
Just try it, anything could work, and change it if it doesn't. My current 5cp map is quite low on routes, and is quite confined. I have adapted it to fit this, and might be adding flank routes in the form of crawl vents
 

Atasco

L2: Junior Member
Aug 7, 2017
60
2
Just try it, anything could work, and change it if it doesn't. My current 5cp map is quite low on routes, and is quite confined. I have adapted it to fit this, and might be adding flank routes in the form of crawl vents
Alright! I'll see how it goes. I'm trying an absolutely bizarre layout for this map, it's kind of hard to describe. And niiice, I'm a sucker for crawl vents, I wish they were more common.
 

DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,331
989
Alright! I'll see how it goes. I'm trying an absolutely bizarre layout for this map, it's kind of hard to describe. And niiice, I'm a sucker for crawl vents, I wish they were more common.
if you want to try them, the textures are varients of the metalduct textures
 

killohurtz

Distinction in Applied Carving
aa
Feb 22, 2014
1,016
1,277
Personally, I think a simpler 5cp formula to follow would be "three routes between each point". The actual mid point itself can be built like koth, but there's a major difference: teams will be pushing past that mid point. So the surrounding routes and "courtyards" on both sides should be designed for teams to push in either direction. Does that make sense?
 

Atasco

L2: Junior Member
Aug 7, 2017
60
2
if you want to try them, the textures are varients of the metalduct textures
Yeah, though I meant more common in official maps, aka, I don't want to have to play Turbine or Hydro to crawl in an air vent
 

Atasco

L2: Junior Member
Aug 7, 2017
60
2
Personally, I think a simpler 5cp formula to follow would be "three routes between each point". The actual mid point itself can be built like koth, but there's a major difference: teams will be pushing past that mid point. So the surrounding routes and "courtyards" on both sides should be designed for teams to push in either direction. Does that make sense?
Yeah :0! I can understand that. I'll make sure to do that or something like it.