Help Koth Symmetrical Maps

Discussion in 'Mapping Questions & Discussion' started by Nethy, Sep 24, 2018.

  1. Nethy

    Nethy L1: Registered

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    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:
    1. How can you generally avoid large sight lines with a symmetrical map?
    2. What do most symmetrical maps avoid/ incorporate?
    3. How large should a symmetrical Koth map be in general?
    4. Any general tips about symmetrical maps
    *btw this will be my first mapping project, so i'm quite new to this ;P
     
    Last edited: Sep 24, 2018
  2. Xelily

    aa Xelily Guinea pig mom

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    1. there are multiple ways to stop large sightlines, using buildings and brush walls and raising the point up a bit to cut off bad sightlines are three methods I use, if there is a sightline that you can't really fix, try taking that area and reworking it to do damage control on the sightline.
    3. a range can go from 4000 - 6000 my Koth map rute uses 6244 as an example.
    (someone else might do a better job at explaining some of this :p )
     
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  3. Nethy

    Nethy L1: Registered

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    Thank you so much for the advice! c:

    The majority of my problems exist because my map doesn't really fit that many buildings, so I'm trying to avoid obvious foliage mirrors that would look awkward, so I'm hoping to find some general tips on Symmetrical maps and what to avoid :p But the measurements and walls will definitely help my map a lot![/QUOTE]
     
  4. Simulacron

    Simulacron L6: Sharp Member

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    I suggest you take a look at official maps. By studying them you can get lots of useful information. Look at them and try to understand why certain choices were made and what makes areas interesting to play on.
    I myself, like to note down things like how long it takes to get to certain areas (That's probably very similar to your question how big a map is) and what makes the area around the capture points intersting to play on. By doing this you willl see certain patterns emerge. This will help you to understand what to incoperate in your map.
     
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