- Jan 19, 2018
- 25
- 15
Hello everyone!
Just for a quick primer, i'm currently working on a Koth map that is a desert themed (similiar to lakeside in theme) that only seems to work as a symmetrical map. It has two side routes next to the point which really can't be flipped w/ the viaduct formula.
I'm pretty new to the mapping community & I have watched Crash's Koth Theory & I understand the pros & cons of a Symmetrical Map. But could anyone give me tips that make Symmetrical Maps successful? I.e What makes Viaduct work so well or even Suijin as a Symmetrical Map (I understand it was originally an Arena map). My map just can't work as a asymmetrical map, so I want to get the planning/concepts right with this one.
Some initial questions for me would be:
Just for a quick primer, i'm currently working on a Koth map that is a desert themed (similiar to lakeside in theme) that only seems to work as a symmetrical map. It has two side routes next to the point which really can't be flipped w/ the viaduct formula.
I'm pretty new to the mapping community & I have watched Crash's Koth Theory & I understand the pros & cons of a Symmetrical Map. But could anyone give me tips that make Symmetrical Maps successful? I.e What makes Viaduct work so well or even Suijin as a Symmetrical Map (I understand it was originally an Arena map). My map just can't work as a asymmetrical map, so I want to get the planning/concepts right with this one.
Some initial questions for me would be:
- How can you generally avoid large sight lines with a symmetrical map?
- What do most symmetrical maps avoid/ incorporate?
- How large should a symmetrical Koth map be in general?
- Any general tips about symmetrical maps
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