CTF Kill Zone Express a3

the call it The Kill Zone for a reason

  1. Twist.vmf

    Twist.vmf L7: Fancy Member

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    Kill Zone Express - what trains end was supposed to be.

    now before you go jumping in realize the name is all you need to know and more!

    kill zone: the frontline of the map is open, big, and 70% water! so get ready because this going to get uncomfortable...fast!

    express: the map is a sequel to my older map trains end and takes place 10 hours after trains end.

    it will be interesting to see what happens over time and any and all feedback is welcome
     
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  2. The Smk

    The Smk L3: Member

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    mid isn't nice to play on its basically just a spam with barriers and a bridge over the river . Also even with all the Barriers snipers can shoot into the enemy spawn from the right position which completely ruins the fun of the Map. I feel like the Spawn can easily be spawn camped so basically it suffers the same things 2 fort suffers from (play tested with 6 vs 6 team one of the teams a competitive team)
     
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  3. Twist.vmf

    Twist.vmf L7: Fancy Member

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    i will be altering mid extremely! thanks for the input!

    2 questions that i would like you to answer if possible

    1:did players find the vents easily and if so, did they use them?
    2:what do you think of red spawn?
     
  4. The Smk

    The Smk L3: Member

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    ok first of yes the People found the Vent but nobody used it because it was to slow which dosent rly pay of for a medicore flank.
    Maybe make it so you dont need to crouch
    i didnt rly pay much attention to the spawns expect the exits. Sry i couldnt help there
     
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  5. Twist.vmf

    Twist.vmf L7: Fancy Member

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    i figured a spy would be willing to accept the length in return of having access to the center of the enemy bass with little to no enemies in it's way, also it doubles as a good exit!


    also...i think the crouch button is under used.
     
    Last edited: Sep 21, 2016
  6. sooshey

    aa sooshey :3c

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    Unfortunately there's a difference between what you "figure" and what actually happens, just like what you intended to be sniper spots
    People will do what they want, and you gotta build your map around that. As soon as people realize where the vent exits, that exit will be monitored and the flank will become useless.
    Also the crouch button is underused because it makes you go slow and therefore become an easy target
     
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  7. Twist.vmf

    Twist.vmf L7: Fancy Member

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    welp...there goes 2 hours of time wasted...can you suggest a way i can make it better that doesn't include making it big and out of place? if not then i think i will just remove it :/
     
  8. sooshey

    aa sooshey :3c

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    Like Spycrabthatdies said, just make it a little bigger so people can run instead of crouch-walk. Look at the ducts on Turbine. If they look too big in your map, maybe you can push them into the ceiling some?
     
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  9. Three Million

    Three Million L5: Dapper Member

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    The intel rooms should be a bit bigger, or at least not a rectangle. The way you have it set up makes it really easy to camp inside it.
     
  10. Twist.vmf

    Twist.vmf L7: Fancy Member

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    got it! i'm already working on a bigger intell room thanks!
     
  11. Twist.vmf

    Twist.vmf L7: Fancy Member

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    you cried and i answered
    by making the map i tiny bit less intense and uncomfortable

    + intelligents room expanded
    - removed a gigantic sightlines
    + more ammo
    + safer spawns

    i probably forgot something but it's not important

    Read the rest of this update entry...
     
  12. Twist.vmf

    Twist.vmf L7: Fancy Member

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    I have to say, my best results are from testing with real players in game with them.

    + gates at the entrance of each base
    + 2 resupply lockers
    + more detail to dam
    + more detail to under water
    - now only 4 sniper windows on each base
    - no clipping on the dam


    special thanks to all the awesome testers! :D

    Read the rest of this update entry...