Lacklustre koth maps

Discussion in 'Mapping Questions & Discussion' started by Hipster_Duck, Aug 5, 2018.

  1. Hipster_Duck

    Hipster_Duck L2: Junior Member

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    Recently, I made a koth map for the 72hr Jam, koth_oof_a1; https://www.dropbox.com/s/82qmdvl3xqqvdjt/koth_oof_a1.bsp?dl=0. The map played well and had a few minor issues, but the gameplay just seemed lacklustre. People were quick to point out some similarities to Viaduct, especially the yard type area here; 20180805170445_2.jpg
    ( Just to clarify, I agree with this criticism)

    I like the way mid played, and I feel like changing the area directly outside spawn isn't going to effect gameplay that much - it is really only there to act as a buffer zone between the gameplay area and spawn. So I think the best course of action is to change this yard area. The problem I'm having is every change I make to this yard area just seems like the same yard and not something fresh or original. I've even tried deleting it completely and re-making it.

    I know it's kind of dumb asking for help to make something original, but I really have no idea what to do.

    20180805170433_2.jpg
    20180805170423_2.jpg
     
  2. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Trying to make something completely original that is also functional is very difficult and mostly not worth it. My suggestion would be to take a look at some of your favorite KOTH maps, see what they do, and try to incorporate those ideas into this one without exactly copying them. A map being derivative isn't a bad thing, a map that doesn't play well is.
     
  3. Yrr

    aa Yrr An Actual Deer

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    koth is a mode that has a lot of unexplored territory because new mappers are learning the viaduct formula and experienced mappers are sick of said formula.

    I would recommend taking a look at nonstandard koth maps such as Ashville, Coalplant, Bagel, Cascade, Chasm, Probed, Brazil, Lazarus, Badlands, and Nucleus
     
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  4. [Rx.] Christian Troy

    [Rx.] Christian Troy L5: Dapper Member

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    Could it be the theme itself that makes things seem like everything else?

    One thing I have noticed is a lot of maps tend to have that old rustic/rural industrial theme over and over again.
     
  5. Yrr

    aa Yrr An Actual Deer

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    a good map is good even in alpha, a bad map cant distinguish itself from the others
     
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  6. Narpas

    aa Narpas Takes way to long to make and update maps

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    Just to put it out there: there's nothing wrong with practice. If you're having trouble with layouts, copying common formulas, such as the viaduct formula, is a great way to learn. You might not make a good or interesting map from it, but you will learn, and everybody has to start from somewhere, eh?
     
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  7. Idolon

    aa Idolon the worst admin

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    If changing that part of the map doesn't seem like it'd have much of an impact on how the map plays, that might point to an issue with the overall flow of the map - in your case, I'm guessing the team that owns the point is probably staying on the point and defending from there rather than pushing and holding further forward.

    That could be because of a lot of reasons: mid might be too easy to hold, the yard area might not be a good place to hold forward, the yard area might be a good place to hold forward but the defending team doesn't know how to, the map might be so wide that its best to let the attacking team come to you than risk letting them flank you, etc. Based on your images, I'm guessing you'll probably want to make the map a bit smaller and see if that gets players to use more of the map overall.
     
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