KotH icbm

Discussion in 'Map Factory' started by iiboharz, Nov 22, 2014.

  1. iiboharz

    aa iiboharz Meme Queen

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    I HAVE ORPHANED THIS MAP (CLICK FOR THE THREAD)

    So this is pretty much my first map for TF2, I have prior experience with Source but not very much with TF2.

    I decided to make a nucleus-inspired King of the Hill map which encourages vertical combat.

    When BLU caps the point, the rocket starts ascending up the silo, whereas when RED caps the rocket stops moving.

    Feedback appreciated :D
     
    Last edited: Nov 24, 2014
  2. Idolon

    aa Idolon the worst admin

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    Cool idea for a map! I remember trying to make a similar style map for CS:GO, although I never got a playable version of it.

    Something you should keep in mind for vertical, height-based gameplay - you should try and bring the floors a bit closer together, and also make it more easy to move between the floors. Having this many different levels of height in the main arena is good, but people have to be able to use the height effectively for it to be fun. That is to say, height creates dynamic gameplay, given that people can change their height through positioning. Right now, the only thing you can do to switch floors is drop down from one floor to the one below.

    Here's one image I looked at a lot when I was working on my CS:GO map:
    [​IMG]
    The area behind the doors would be an open space (imagine just a stack of open rooms with this missile silo in the middle). That leaves a lot of room for experimentation with the gameplay space - missing floors/ceilings for dropdowns, staircases between floors, and opening/closing the silo doors to create an interesting middle silo space.

    The whole idea of the cap moving up when Blu owns it is a cool idea. You should consider changing the map to an asymmetrical CP gamemode where Blu has to raise the point all the way to the top, and Red can recapture the point to stop it. Sorta like payload, but a bit more deliberately paced. I kinda want to make a map like this now.
     
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  3. Egan

    aa Egan

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    There's this other map that had to do with rising elevators, it was plr, but the main problem I found on that map was that it was difficult to find your way quickly up to the next height, and if you came out of spawn at the wrong height - like the wrong door in sd - it was time consuming to get back to the correct place. I wish the feedback on this map wasn't completely deleted in the feedback massacre of september 2014, but alas.

    It looks interesting, hope it works out well.
     
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  4. Sel

    Sel Banned

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    Please never ever submit this map to a test ever again. Everything about it is terrible, and it will never be good. Delete it and go try making something proper so that you can actually develop an understanding of how to make maps that play well.

    User has been banned for this post.

    This type of attitude and comments will NOT EVER BE TOLERATED by ANYONE in this community. Any further comments like this will result in severe infractions or bans.

    - Staff
     
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    Last edited by a moderator: Nov 22, 2014
  5. Idolon

    aa Idolon the worst admin

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    The staff have cured cancer!
     
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  6. sevin

    aa sevin

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    Wow, your first map and you're working with tons of circular brushwork? Props man, I would have a heart attack trying to figure out how to set that stuff up.
     
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  7. iiboharz

    aa iiboharz Meme Queen

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    Well I did mention in the OP that this is my first map for TF2 and not necessarily my first time working with Source. I've been doing Source stuff since 2009.
     
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  8. sevin

    aa sevin

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    Oh I see. I really like your idea for the capping mechanic with the rocket ascending on Blu cap and stopping on Red. That would definitely create a visual sense of urgency rather than just watching a timer tick down. Cool idea!
     
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  9. nightwatch

    aa nightwatch

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    He did say it was just brushwork.
     
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  10. Sergis

    aa Sergis L666: ])oo]v[

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    Better.
     
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  11. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    I like Vertical maps but if this map is only the missile silo, it may be too vertical and lacks any kind of cover. Goldeneye: Source had a interesting map centered around a rocket silo and, even though it plays very different from TF2, you may want to check it out and see how they handled the idea.

    I do have to say though I like the moving rocket idea.