I need good tips for a good koth map

Discussion in 'Mapping Questions & Discussion' started by LeNitrous, Feb 11, 2015.

  1. LeNitrous

    LeNitrous L2: Junior Member

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    I am currently working on koth_launchpad, a KOTH map set in a Launchpad in a spytech area. I played TF2 for over 2k hours but this is a problem to my map...

    "What could be a good layout for balanced gameplay?"

    This is Alpha 1, I am having trouble getting ideas of routes. A Sniper can reach capture point within 10 seconds after leaving spawn room.

    [​IMG]
     
  2. Bunbun

    aa Bunbun Gay sex slave

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    Here are 5 basic ones i know:

    1. Have a building between spawn and the point
    2. Do not overscale the place
    3. The map itself should funnel all the players to the point
    4. Build sniper decks for snipers to snipe sniping snipers
    5. Battlements and flank routes are needed for attacks for both teams
     
  3. Muddy

    Server Staff Muddy Muddy

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    Viaduct is, in my opinion at least, the best example of a good King of the Hill map layout. There's a control point at the center of the map, where most of the fighting takes place, and there are areas away from the control point where people can prepare for the battle and retreat from it if they're low on health/ammo. The yards outside of spawn also make good battle zones.

    The problem with your layout is that the area leading to the control point is made up of nothing but two short corridors, which nobody will want to fight in. Although it's good to focus the fighting on the point, it shouldn't be the only place where people are fighting - otherwise, classes like the Spy won't be able to get behind the enemy and the Engineer won't have much of a chance to get a sentry gun up. Viaduct spreads the fighting out over the whole map, with its spawn yards and whatever you'd call the areas away from the control point, so the whole map gets used (rather than just middle of it).

    Also, your map is lacking in height variation, which is bad for overall gameplay but especially for Snipers. It also looks a little dark.

    koth_harvest would disagree!
     
  4. henke37

    aa henke37

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    Wasn't harvest arena at first?
     
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  5. RubbishyUser

    RubbishyUser L7: Fancy Member

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    Nope! In fact, it's never been arena. You're probably thinking of Nucleus, which was released as an arena map and a koth map at the same time (I think.) That's another example of a map that breaks the courtyard rule.

    The one thing I would emphasize is that your point area needs three entrances per team, and even better if only two entrances are visible at once. The easiest way to do this, as Mudpie said, is like Viaduct: give the player 3 choices, add building to block sightlines to spawn and point, and done.

    Since you have 2000 hours in the game, I'm sure you have your favourites when it comes to maps. Just take the ones you like and apply it to your map. Find out what the size of each area of the map is in Hammer and put grey blocks underneath your map in those areas so you have a guide.
     
  6. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Harvest was in fact, designed as Arena originally, pretty sure.
     
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  7. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Ahem.

    Wiki:
    Source

    Quick google search confirmed.
     
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  8. Muddy

    Server Staff Muddy Muddy

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    I love the way Harvest works as a King of the Hill map, though! I prefer its more open, deathmatchy gameplay to Viaduct's more point-oriented gameplay. It's the kind of layout I'm trying to incorporate in koth_kimberly. (Without the campy spawns.)
     
  9. LeNitrous

    LeNitrous L2: Junior Member

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    Technically speaking this is alpha 1, made this in minutes then compiled for lighting. This will be an indoors map similar to ctf_turbine, with some outdoors. Thanks for the helpful feedback though!
     
  10. Zed

    aa Zed Certified Most Crunk™

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    This is also wrong.

    arena_nucleus (Sniper vs Spy Update, May 21, 2009)
    koth_nucleus (Classless Update, August 13, 2009)

    Another example of a map that breaks the two courtyard convention is Ido's map koth_quarry.