Design Questions

Discussion in 'Mapping Questions & Discussion' started by Atasco, Aug 25, 2017.

  1. Atasco

    Atasco L1: Registered

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    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
     
  2. DrSquishy

    DrSquishy L10: Glamorous Member

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    What do you mean by this?
     
  3. Atasco

    Atasco L1: Registered

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    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.
     
  4. DrSquishy

    DrSquishy L10: Glamorous Member

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    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
     
  5. Atasco

    Atasco L1: Registered

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    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.
     
  6. DrSquishy

    DrSquishy L10: Glamorous Member

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    if you want to try them, the textures are varients of the metalduct textures
     
  7. killohurtz

    aa killohurtz Distinction in Applied Carving

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    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?
     
  8. Atasco

    Atasco L1: Registered

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    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
     
  9. Atasco

    Atasco L1: Registered

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    Yeah :0! I can understand that. I'll make sure to do that or something like it.