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KotH koth_storehouse _a1

TFD

aa
Apr 10, 2016
40
20
Hi! Love to see new mappers and their first few projects.


I like your control point area, but overall I think the map needs more space. Right now, there are three rooms, which will get flooded with players very quickly. I could get to the enemy spawn in about three seconds as a mediocre rocket jumper, which will cause frustration for the losing team, I'd bet. If you're looking for ideas, the website has some places (which I'd link if I could find right now) that show how people tend to split up their King of the Hill maps. Crash's video tutorial series has a video which talks about some of this, too. It's what I tend to think of when I look at KotH maps. I think the rooms are fine as they currently exist, but I do think you'll need a lot more between them to allow for variety in gameplay.


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Apart from that, I wanted to let you know two little things: first, these railings don't have collision by default. You'll have to make a playerclip or blockbullet brush (depending on if you want bullets to travel through them or not) to keep players from phasing through them.

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Also, one of your spawn doors on red's side is finicky and doesn't work like the other three. It moves sideways, slowly, and you have to get closer than normal to activate it.
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Still, I like the vibe your work gives off and am excited to see where you take it. I want to see more!