koth_planks

KotH koth_planks A2

F4NGS

L2: Junior Member
Sep 26, 2015
85
10
koth_planks_a1 - very traditional koth map, drew inspiration from viaduct

i can't sleep the last couple nigths so in my Insomniatic free time i tried dabbling map making, and made a very traditional koth map.

Started this map with the idea of a viaduct structured koth map, with a bridge over the capture point that players can access for some nice high ground (drew some inspiration from the bridge over the mid point on cp_snakewater). decided to also add a train hazard on the bridge.

I made this first version of the map, pretty quickly. I wasn't really keeping track of the time, though something like 15 hours in 2 days.
I really did not focus on aesthetic, and it's definitely not 100%. there's still alot of areas that need to be developed more.

Though, I really like how the map's coming out. I did alittle playtesting with bots and I'm liking how areas flow into one another. though bots are bots, cant wait to playtest with actually players.
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
I like the look of this from the screenshots. Mid looks a bit long and the map might be a bit overscaled, but the general shape looks pretty nifty
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Looking at the mid screens, you might want to avoid giving Sollies and other Jumpers access to health and ammo on a position where they can't be reached, that could spell SPAM very easily, even if a train comes and wrecks shit at points.

Also those rails around the point is the closest thing to porn on this site.
 

F4NGS

L2: Junior Member
Sep 26, 2015
85
10
I like the look of this from the screenshots. Mid looks a bit long and the map might be a bit overscaled, but the general shape looks pretty nifty
yea i was considering making the cp bridge abit shorter, and bring the train bridge down abit too. thanks for the feedback :)
 

F4NGS

L2: Junior Member
Sep 26, 2015
85
10
Looking at the mid screens, you might want to avoid giving Sollies and other Jumpers access to health and ammo on a position where they can't be reached, that could spell SPAM very easily, even if a train comes and wrecks shit at points.

Also those rails around the point is the closest thing to porn on this site.
^ lol

i have been considering remove those health and ammo packs, though i might to leave them in for now just to see how it plays out with them there.

oh god my eyes :eek:
 

F4NGS

L2: Junior Member
Sep 26, 2015
85
10
I made a ton of changes for A2, I developed a lot different of areas of the map and fix a few bugs i had. so not going to list every little detail, but I'll focus on the more important stuff. btw uploaded some new screenshots!

- added spectator cameras
- fixed broken red resupply locker
- fixed train warning bell don't working (no more surprise trains!)
- made capture zone large and reduce time it takes to capture.
- less cover on the capture point.
- slightly shorten capture point and train bridges.
- slightly lower train bridge
- the train on train bridge alternates from spawning left and right.
- now only 1 pair of small health and ammo packs on the train bridge (in the center).
- faster routes to get on the capture point bridge from underneath it.
- basement with shutter door now connects with the building with the roof.
- added small health and ammo pack on left route.
- added more planks.
- worked abit on aesthetics.

I really like how the map is coming along, in this new version I'm hoping with shorten cap times, a larger cap zone, and less cover on point.. that will make pushing into the point easier and make it abit harder to defend.

I might decide to remove some flanks (the far right flank and/or the flank under the point), there might be too many flank options right now to be honest. it could be too easy for enemies to sneak up from behind, and cause too many chaotic situations.

From the playtesting, alot of players agreed the bridge over the capture point makes it really easy for sollys and demos to jump up and dive bomb/spam the point.. It does. I like the concept of that bridge and its an interesting dynamic to have the accessibility for all class to get on a high ground bridge. though, can be too overpowering with sollys and demos.

I might ultimately remove the train bridge or I've been thinking possible replacing it with a draw bridge, that would come down when ever the point is captured for about a little while, before going back up.. with a trains going by of course. I was trying to make a draw bridge early, it was crazy buggy. I'm going to keep the bridge for now, i am curious how it will playtest with the other changes I've made to the map.

Read the rest of this update entry...
 
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ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
Oh man, I'm addicted to Viaduct spawn clones. I can't stop. Every koth spawn i make has to be raised off the ground.

I love your usage of the mine cart tracks around the point!


Although speaking of flank points, I've always found it interesting about how Viaduct has essentially no flanks. The closest thing to a flank is the mid part nearer to the cliffs, since theres some cover there.
 

F4NGS

L2: Junior Member
Sep 26, 2015
85
10
Oh man, I'm addicted to Viaduct spawn clones. I can't stop. Every koth spawn i make has to be raised off the ground.

I love your usage of the mine cart tracks around the point!


Although speaking of flank points, I've always found it interesting about how Viaduct has essentially no flanks. The closest thing to a flank is the mid part nearer to the cliffs, since theres some cover there.
thanks dude
as you could probably tell i drew some inspiration from the structure of viaduct. :p
yea I kind like the pro version of viaduct better with the extra routes to help get behind the enemy.