KotH High Noon

Discussion in 'Map Factory' started by The_Ulf, Jan 15, 2011.

  1. The_Ulf

    The_Ulf L6: Sharp Member

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    OhnoImback :O
    (with a friend!)

    King of the Hill High Noon, brought to you by The_Ulf and applebee71121! I'm trying to focus on layout, health and ammo placement, and gameflow in general to practice making more standard, less silly, more playable maps.

    The map focusses on two main arenas of combat - the saloon (the hill) and the town square outside. Controlling the saloon is necessary for victory, but controlling the town square helps defend or assault the point.

    Many thanks to applebee71121 for initial map concept and art direction and to Rexy for his amazing everything from Mann Manor (though I should note I may only be using some of them temporarily)!

    Custom Asset Credits:
    Saloon Bench, Shotguns and Rustic Lanterns - The amazing Bulletcrops Project
     
    Last edited: Mar 19, 2011
  2. nik

    nik L12: Fabulous Member

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    very interesting!

    one thing: I wouldn't have your filename fragmented like that, maybe just koth_highnoon ?
     
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  3. The_Ulf

    The_Ulf L6: Sharp Member

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    Thanks :D - will correct in the next release.
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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  5. red_flame586

    red_flame586 L7: Fancy Member

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    Maybe a bit to open, but looks good, are you going to be using custom textures and props to detail this or are you going to make do with the ones already in game.
     
  6. nik

    nik L12: Fabulous Member

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    I think he could probably make due, but to make it outstanding, he'd have to get some customs.
     
  7. Zhan

    Zhan L5: Dapper Member

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    It's not immediately obvious, at least to me, that there's impassible fence behind the gallows (2nd screenshot), aside from the fact that there's no detail or buildings behind it. Considering that fact that people might assume they can jump over the fence off the gallows platform, it might be good to add a larger fence or make that barrier more obvious.
     
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  8. nik

    nik L12: Fabulous Member

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    P.S. I'm glad you added the 3d skybox even at the beginning, I know most people would just make it drop off into the sky.
     
  9. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    I love the name and the idea behind the theme.
     
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  10. Skern

    Skern L1: Registered

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    Wow this look really cool!
    I understand this is still in alpha, so I wanted to test it out to see if I can find anything for you to fix before it's too late. This is what I got.

    1. These are all small problems but I found this one the most important. I was able to get up on both the tower-things near the capture point, and I assume I shouldn't be able to. http://img831.imageshack.us/img831/5856/image1uq.png

    2. Now this one is really no big deal, but it would help things go more smooth. As you come out of the spawn and through that doorway, it's easy to get caught in that corner (I'll put a pic). I suggest using a little playerclip sideways ramp thing so instead of getting stuck the player kinda slides through.
    Here is the corner I'm talking about: http://img833.imageshack.us/img833/3299/image2re.png
    Here is an example of the ramp-thing: http://img816.imageshack.us/img816/40/exampleq.png

    That's about all I could find. Hope this helps.
     
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    Last edited: Jan 16, 2011
  11. The_Ulf

    The_Ulf L6: Sharp Member

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    Thanks! The theme and concept were applebee71121's

    Good finds - I'll get those clipped up. That doorframe might be temporary, but since it's there now it ought to be clipped.
     
  12. The_Ulf

    The_Ulf L6: Sharp Member

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    Gameday Bump #1!

    For this first public test, I'm looking specifically for a few things:
    -Are the alternate routes apparent and viable?
    -Run Times (does the point feel too far away via certain routes?)
    -Spawncampability (I'm really worried about this)
    -Health and Ammo Placement (I still don't think I'm really at all experienced at it - also I know the double-mini health in the cellar is silly, just trying it out for now)
    -Is the table the point is up on too obnoxious? (It can be jumped on easily by most classes, any with a single crouch-jump, but is it too hard to get on or stay on in the heat of combat?)

    And anything else I dumbly didn't anticipate! Thanks a lot guys, can't wait to see how it goes. :D
     
  13. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    -Are the alternate routes apparent and viable?- Viable, yes, generally. Apparent: Not at all. This is linked to my main issue with the map: all the additional routes are tiny: way too narrow and cramped.

    -Run Times (does the point feel too far away via certain routes?) Not particularly. The cellar route was a bit long.

    -Spawncampability - Dear god this map is campable.

    -Health and Ammo Placement - I'm no expert on this either, but nothing seemed too bad.

    -Is the table the point is up on too obnoxious?- Yes. Sorry.

    Like i said: My issue is that the routes through the building are very cramped and easy to spam. On the demo, you will see me taunting repeatedly down a corridor, i was hoping to get a kill that way to demonstarte the tinyness. Well, no, i wasnt, im an idiot, but it nearly worked.

    Increasing the size of the doorways and corridors would help it, as would putting a fence along the back of the gibbet.

    This was, though, a damn fun map.
     
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  14. Sgt Frag

    Sgt Frag L14: Epic Member

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    I didn't mind the table, though clipping the 'stairs' would be nice.
    But if you decide against that how about a couple tables, tipped on their sides around the room as cover?

    I liked the general overall layout but felt like some spots were too large maybe. Too tall for sure. The balconies were WAY up there imo.
     
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  15. The_Ulf

    The_Ulf L6: Sharp Member

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    Alpha 4 is up! VVV Updating here shortly with screenshots. VVV
     
    Last edited: Feb 5, 2011
  16. The_Ulf

    The_Ulf L6: Sharp Member

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    Alpha 4 Screenshots!


    [​IMG]
    Overhead view, you can see the new second-floor balconies leading from the spawns

    [​IMG]
    The extended town square balconies with sniper roofs and the new Capture Point Saloon sign

    [​IMG]
    Balcony route from Blu side and a view of the new second floor window/doors on the saloon

    [​IMG]
    The now more exposed/open control point (with playerclipping!)

    [​IMG]
    The now more direct and apparent cellar routes

    [​IMG]
    The new cellar entrance!

    [​IMG]
    It's a lonely, dry well.
     
    Last edited: Feb 5, 2011
  17. DaBeatzProject

    aa DaBeatzProject

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    Love that last screen so much :)
     
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  18. The_Ulf

    The_Ulf L6: Sharp Member

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    Gameday Bump for reals! How'd it go on Friday evening?

    I'm particularly interested in any thoughts on the new side-routes (the balcony/porch roof) and the well.
     
    Last edited: Feb 11, 2011
  19. The_Ulf

    The_Ulf L6: Sharp Member

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    AM NOT DEAD I SWEAR!

    Haha, this has been ready for a while now, actually - but I was being completed overwhelmed by school before spring break and couldn't upload during, so here it is at last!

    High Noon Alpha 5!
    [​IMG]

    [​IMG]

    New to this version:
    Stagecoaches and swingin' saloon doors!
    [​IMG]

    Expanded Lofts for use as staging grounds for attacking the point!
    [​IMG] [​IMG]

    The saloon doors were added to counter a sightline I found particularly troubling (from the back of the saloon, wrangled sentries were able to spam from inside the saloon to an enemy spawn balcony), but if they're too annoying in their current state I may drop them for alternative cover means.

    The stagecoaches are meant to divide the town square up a bit more, providing cover and cutting some long sightlines from the corners and walls forming the area.

    Thoughts?
     
  20. The_Ulf

    The_Ulf L6: Sharp Member

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    [No longer forever alone, yay!]
     
    Last edited: Mar 27, 2011