KotH Hillcrest

Discussion in 'Map Factory' started by Tapp, Apr 9, 2011.

  1. Tapp

    Tapp L10: Glamorous Member

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    For those who don't have 7zip and cbf to install it, regular .zip file is here.
    Also, arena mode version.
    Servers, gamedays and demos thoroughly appreciated.
     
  2. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    I like the vertical gameplay, but the center looks like its too tall/a bit overscaled.
     
  3. Fredrik

    Fredrik L6: Sharp Member

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    Everything on pic 5 looks a bit overscaled IMO.
     
  4. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    It looks like its been stretched upwards too much.

    Also, the odd bendy letters in your signature are annoying me. lrn2textedit. Or give me the blank image so i can fix it, just to stop my OCD prodding me.
     
  5. tyler

    aa tyler snail prince, master of a ruined tower

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    Yeah, way too tall. Also why is there a random prop from bullet crops on that train car?
     
  6. Tapp

    Tapp L10: Glamorous Member

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    When you say it's too tall, are you talking about the roofs or the platforms? Are you saying I should move the top floor down by, say, 128 units? The water barrel is just there because I needed to put some stuff on top of the shipping container to prevent people falling off, and it fit pretty well. I'll probably make a fair few changes to the shipping containers during the art pass.

    And LeSwordFish, you will be glad to hear that I just spent what could have been a productive hour fixing my signature pic :laugh:
     
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    Last edited: Apr 9, 2011
  7. tyler

    aa tyler snail prince, master of a ruined tower

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    I guess the issue is how tall is this platform?

    [​IMG]

    Especially since when you're up there, you appear to have large line of sight to a lot of the map.

    [​IMG]

    Also, check the sightline marked with blue. Looks extreme!
     
  8. Tapp

    Tapp L10: Glamorous Member

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    Ah, thank you, I never really noticed those. I think for the first one (above the point) I could put up walls on the sides facing the spawns, and I could possibly enclose the ledge, though it might be better just taking it out. My hopes are that the wall behind the ledge will help soldiers deal splash damage, and the lack of cover could deter most classes. Thinning the ledge might work, I'll try that first.
    As for the sightlines you posted, I agree completely. I'll chuck in a sliding door to block the blue one on the left, and rotate the train/shipping container on the right to try and break that up. For the black one, I'm either gonna block it off with a pillar inside the ramp just to the left of it, or just use a wall. I kinda forgot about sightlines, presumably because the map is pretty small it just never occurred to me. Of course the black vantage point is extremely accessible for the the team it's assaulting, so all it would take is 1-2 clued up players (however rare they are) to take out any snipers there. And then there's the fact that sniping on people below you, while safer, is far harder than doing it on a level plane.

    Thanks for the advice, I'll keep it in mind.

    EDIT: and to answer your question in the first picture, it's 256 units (as can be seen by the magic of dev textures! :p)
     
  9. REEJ

    REEJ L7: Fancy Member

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    Overscalled or not, you'll add a few props and all of sudden everyone will rant that it's too small.
     
  10. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

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    Ok here is my feedback:
    -Too many sightlines
    - Like the height but there is just too much of it
    -Most of the deathpits have to go as they were pointless and caused more pain and suffering :(
    -Reduce the amount of health and avoid adding health near spawns as it encourages spawn camping.
    - The idea around the point was pretty enjoyable it just needs more room as the spawns are literally 10 metres away.
     
  11. NinjillaX

    NinjillaX L3: Member

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    On the point itself, I think it needs a little cover to promote the use of the hole up top, like using those 128 or 64 unit fences to square it in, that way snipers arent so powerful and people cant run away as easily too.
     
  12. Wilson

    aa Wilson Burial by Sleep

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    I think adding stuff around already small point area makes it really cramped and demoman heaven.
    Tough map could use some cover.
     
  13. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Plus, cover does jack shit about verticality.
     
  14. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    The inside areas upstairs, directly infront of spawn seemed largely redundant and was little more than spies, snipers and scouts competing to be the most annoying class for others and each other. The height made defending the point very easy and there were almost no combat hot spots (probably a result of how easy it was to spawn camp).

    Remove the path behind the spawn room, reduce the height of the structure over the CP and provide more cover in the form of solid structures on the edges of the map.

    [​IMG]

    This would be a lot like the area breakers in granary, see it for reference.