KotH Koth_waterplant A1

A waterplant themed king of the hill map

  1. That's the plan

    That's the plan L3: Member

    Messages:
    105
    Positive Ratings:
    21
    Koth_waterplant - A waterplant themed king of the hill map

    Its finally here! After on and off work over the past 3 months, I've finally finished my first "real" king of the hill map! Although its certainly not perfect, I hope you enjoy it.
     
    Last edited: Jan 1, 2019
  2. That's the plan

    That's the plan L3: Member

    Messages:
    105
    Positive Ratings:
    21
    I've finally gotten around to updating koth_waterplant! Here are some of the changes so far:

    Major stuff:

    - Fixed a major siteline in the tunnels bettween red and blue spawn

    - The pipes near the point can now be used as stairs if you so please

    - Opened up the glass tunnel so you can know enter and exit the tunnel through that way

    - Raised the skybox to accommodate Demos and soldiers

    - Added some more health and ammo

    Minor stuff:

    - Minor siteline fixes and doorway changes

    - Added a sneaky little easter egg near blue spawn for only the most inquisitive of players ;)

    Also, PLEASE let me know if should continue developing the map. I really appreciate any feedback, so keep that in mind.

    Read the rest of this update entry...
     
  3. TwinMill

    TwinMill L1: Registered

    Messages:
    34
    Positive Ratings:
    16
    Hey That's the plan!
    Saw your map, really liked the look of it, so I figured I'd give it a run around and share a few thoughts!
    I really liked the theme you were going for. It might just me, but I'm a total sucker for hydro/powerhouse props. I think you have a good structure here so far, but I do have a handful of recommendations. For one you seem to have an awful lot of empty space in some of your playable areas, not to mention some really long sightlines, including one in which you can see all entrances to the point from which is not a good idea for a koth map. I think it's just slightly over-scaled in general, and shrinking down some of the large empty spaces and placing more cover would make it much more fun to play as other close range classes. Of course, I would recommend testing it before considering making any changes, for all I know it could play just fine and I could be crazy.
    For some more detailed feedback, I have an imgur album here:
    https://imgur.com/a/06Li7R8
    Otherwise, Great work!
     
  4. That's the plan

    That's the plan L3: Member

    Messages:
    105
    Positive Ratings:
    21
    Thanks for the response! I always appreciate any new feedback.

    Many of the problems with the map stem from the fact that whenever I started work on the map, I was still very, VERY new to mapping. I didn’t really have a standardized forumula, I just put in whatever I thought would be cool. It was more of a learning experience for me.
    However, because of that, the map does not play very well. I might go back and do a overhaul later, but right now my goal is to finish a KOTH map that plays decent.

    I’m still very proud of the map though, and I hope to take away some lessons from it that I can use in future maps!
     
    Last edited: Jan 22, 2019
  5. Wyvern

    aa Wyvern Certified TF2 Cartographer

    Messages:
    89
    Positive Ratings:
    72
    Looks Interesting so far! TwinMill pretty much conveyed all the serious issues with the map, but there's one thing that's really sticking out that I feel needs to be mentioned. Don't use the orange dev textures! This is a common thing with new maps, but it's really crucial to practice team recognition(Blu's side is blue, Red's side is red). Looking at your map, all I see is orange. There is no indication, other than some signs, that one side is dedicated to Blu, and the other Red. Try to (sparingly) use the team-colored dev textures. Other than that, looking good so far! Keep working, TtP!
     
    • Thanks Thanks x 1