KotH koth_wip

Discussion in 'Map Factory' started by Dev-Mystery, Jul 19, 2015.

  1. Dev-Mystery

    Dev-Mystery L1: Registered

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    No idea what I should make with this. Any ideas you guys could toss around would help.
     
  2. The Asylum

    aa The Asylum

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    Well, it certainly..... exists...
     
  3. Dev-Mystery

    Dev-Mystery L1: Registered

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    The thing is I don't know what to do with it. The fact that I stink at layout don't help ether.
     
  4. Vel0city

    aa Vel0city mission somewhat possible

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    achievenent_idle v. howevermanywehavenow
     
  5. Dev-Mystery

    Dev-Mystery L1: Registered

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    well I want the map to be more then that. I just don't know what to make of it.
     
  6. MaccyF

    aa MaccyF Notoriously Unreliable

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    right first things first - get a pen/pencil and some paper

    ok before you do anything, your going to want to start sketching overhead layouts (it doesn't matter if you can't draw, anything is better than nothing :)

    Take a look at overhead screenshots of valve koth maps to see what form they take (e.g. lots of sharp angles and varying heights to break up sightlines and optimisation blocks)

    get yourself some sketches of various ideas, it doesn't matter if they're bad, we're here to help with that :p

    Once you've got a few pages of sketches/ layouts, take the bits from each one you like best and smash them together into a single, coherent layout.

    Then you'll want to post a thread of your layout in the forum as stage = planning, and see what people say you need to change.

    Good luck, and Have fun :D

    edit: not trying to bash you down here or anything, but 3 boxes aren't going to get you anywhere - you have to push yourself and strive to do something unique :)
     
  7. LeNitrous

    LeNitrous L2: Junior Member

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    Experiment with Layouts. Check Valve Maps such as Viaduct, Nucleus and etc. Keep experimenting until you are content with your current layout. Playtest the map to check if the community is happy.
     
  8. Lenny

    Lenny L2: Junior Member

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    The reason it's bad is because it's literally three rooms in a straight line. There is no (good) map that's made up of solely that.

    If you need inspiration for King of the Hill map layouts you can definitely check out the ones already in the game (ideally pure KOTH maps, not stuff like Badlands and Sawmill which were originally other formats) and see what works and doesn't work about them. Harvest has big height variation. Nucleus has a big death pit. Viaduct has a raised control point. Stuff like that.
     
  9. Zed

    aa Zed Certified Most Crunk™

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    Only Viaduct and Lakeside fit that bill.
     
  10. Lain

    aa Lain Resident wrong opinion holder

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    Not saying what you said is wrong, but Nucleus and Harvest where also originally for Arena. And it shows, Harvest has a horrible Spawn because it is missing the buffer area most Koth_ maps have, where the team coming from spawn has a great advantage. Also Nucleus has a Sniper problem because the point is supposed to block sightlines from spawn to spawn, but because in Koth_ the point lowers instantly Snipers persist. Also Nucleus has the same Spawn problem because of no buffer area once again.
     
  11. Lenny

    Lenny L2: Junior Member

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    I'm not saying make direct copies, I'm saying that there are certain aspects of maps that are appealing while they might fall flat in other areas. Looking at what makes each map good and avoiding what makes a map bad is what you want to do.