KotH koth_horse A7

A small, rotationally symmetrical koth map in a landfall style.

  1. Spleep

    Spleep L2: Junior Member

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    koth_horse - A small koth map in a sawmill style.

    Koth_horse is my third map, and the only one I've posted here. It is fully functioning and playable, but is pretty well all graybox at this point. The name is temporary, and I'm most likely going to rename it to "horsepower". In case you were wondering, this map has almost nothing to do with horses, aside from a building that coincidentally resembles a horse slightly.
     
  2. Spleep

    Spleep L2: Junior Member

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    One of the 2 red spawn doors wasn't set up properly, and would only open when you bumped into it. So I figured I would fix it now rather than later.

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  3. Spleep

    Spleep L2: Junior Member

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    - Thanks everyone for the feedback, it really helped. While I got loads of suggestions, I've boiled it down to a few big things that need fixing.

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  4. Spleep

    Spleep L2: Junior Member

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    This update is much smaller than the last one, but I feel it's still important.

    - Changed theme to be more similar to landfall, rather than sawmill (aka made it bright and sunny)

    - Added platforms to the other 2 trees, and added paths from one building to the other across them.

    - Added even more ammo.

    - Changed and added some pieces of cover.

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  5. Spleep

    Spleep L2: Junior Member

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    Not much of an update, more of a fix to a few problems from a6. I also changed some textures on the roofs of the big buildings because I'm that picky.

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  6. Spleep

    Spleep L2: Junior Member

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  7. Spleep

    Spleep L2: Junior Member

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    Again, thank you for all the feedback, sorry I wasn't able to be there, the server was full and the new bot hasn't been programmed to notify the creator when a map is being tested.

    A few things I got out of the demo and feedback:

    1. Too easy to defend.

    This one has been a problem from the start. When one team captures the point, they almost always keep it. My inability to understand high ground probably lead to this.

    2. The spawn area (and surrounding buildings).

    Removing the spawn area would literally make this map 100% different from a4, not that that's a bad thing. I've wanted to remove this area for a while, but I don't know what to replace it with yet.

    3. The point.

    Where is it? This was heard almost immediately, and that is my fault. I have found the almost perfect prop to mark the point, but I need to resize it by de-compiling it first. For now, I'll just put some arrows on the "tree". I also heard that it was too small, which I'll think of a way to fix.

    Conclusion:

    At this point, the map is completely different than what it was a few days ago, and it seems like it was flawed from the start. I've learned a massive amount from this project, and will be able to use this knowledge in future projects.

    Speaking of future projects, the amount of things I've learned from this project are so large that I feel it would be better to apply this knowledge to a new project. I might update this once or twice more, and may come back to it later, but I'm itching to start something new, something better, and best of all, something that's named properly.

    Thanks again for the feedback, I hope you all enjoyed playing.

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