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KotH Green River b12

Average Tiddy Goth GF

L1: Registered
Nov 5, 2019
19
9
Hi

First things first; This is an absolutely GORGEOUS looking map, the lighting, the general layout, the design and especially the backdrop with the metropolis in the distant fog. Spectacular work on all those aspects. I was not able to find any major problems

There were a few small kinks that I ended up noticing whilst playtesting;

1: Stickyboms and pills are able to be spammed over this wall into the spawn area of either team given the right angle. This isn't quite a huge advantage as you cannot see the other side effectively, but it does intrude on the designated team's spawn area.
1.JPG


2: These two doors allow the enemy team to intrude on 2 of 4 exits out of spawn and trap/camp them quite heavily, which may prove incredibly hard to combat especially considering the door on the right grants the aggressor the high-ground (See addendum 2.a).
3.JPG

Addendum 2.a:
5.JPG

Addendum 2.b:
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3: On BLU's side of the river there is this small building which on RED's side, is a big pillar. Issue here is that RED is able to both get on top of & build on this low roof, granting one team a not-inconsequential advantage if an engineer is able to sneak a teleporter exit up there.
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4:These small, slanted roofs with the ventilation on top of them are not able to be jumped over/on while the sheet metal barrier is very easily cleared, which ends up feeling quite strange with the roof in question at almost crouch-jump height not being clear-able but the much higher prop being easy to get up and over. [This is much more of a personal NIT-PICK and not a genuine problem that affects anything!]
2.JPG


Overall; Again, what a gorgeous looking map, nicely sealed off and with an interesting gamemode on top of that. Phenomenal job on this so far!