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Longest sightlines in maps

Discussion in 'Tutorials & Resources' started by Skylark, Jul 23, 2019.

  1. Skylark

    Skylark L2: Junior Member

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    Calculated by finding the longest kill by a sniper in each map - this does not give a definitive longest sightline but it gives the longest sightline which has been used.

    Maps (which have enough data)
    Code:
    ctf_turbine..............5'395
    ctf_2fort                4'017
    cp_dustbowl              4'603
    plr_hightower            3'813
    pl_badwater..............3'288
    koth_harvest_final       3'584
    cp_foundry               5'563
    koth_nucleus             3'996
    cp_snowplow_rc3..........4'016
    pl_upward                4'696
    plr_hightower_event     13'284
    cp_egypt_final           3'767
    pl_barnblitz.............3'665
    pl_thundermountain       4'217
    pl_goldrush              4'928
    pl_frontier_final        3'430
    ctf_doublecross..........3'413
    cp_process_final         3'535
    cp_badlands              2'981
    cp_gullywash_final1      2'825
    koth_harvest_event.......3'286
    cp_granary               4'025
    cp_snakewater_final1     2'782
    cp_gravelpit             4'307
    pl_hoodoo_final..........4'296
    arena_offblast_final     3'166
    koth_lakeside_final      5'517
    koth_viaduct             3'327
    koth_sawmill.............2'611
    koth_viaduct_event       2'721
    cp_coldfront             3'338
    cp_steel                 3'470
    cp_gorge.................4'337
    tc_hydro                 2'865
    Averages (median)
    Code:
    KOTH 3327
    CTF  4017
    CP   3767
    PL   4217

    Data source: heatmaps.tf
    Source code: pastebin
    Google Docs: spreadsheet


    Edit: more realistic usable sightlines - not the longest, but the easiest used
    Code:
    ctf_turbine.............3'969
    ctf_2fort               3'101
    cp_dustbowl             3'093
    plr_hightower           3'459
    pl_badwater.............3'104
    koth_harvest_final      3'313
    cp_foundry              3'615
    koth_nucleus            2'992
    cp_snowplow_rc3.........3'586
    pl_upward               4'194
    plr_hightower_event     7'340
    cp_egypt_final          3'370
    pl_barnblitz............3'521
    pl_thundermountain      4'197
    pl_goldrush             3'923
    pl_frontier_final       3'265
    ctf_doublecross.........3'125
    cp_process_final        3'504
    cp_badlands             2'822
    cp_gullyish_final1      2'668
    koth_harvest_event......3'109
    cp_granary              2'712
    cp_snakewater_final1    2'718
    cp_gravelpit            3'837
    pl_hoodoo_final.........3'360
    arena_offblast_final    2'726
    koth_lakeside_final     3'595
    koth_viaduct            2'700
    koth_sawmill............2'485
    koth_viaduct_event      2'513
    cp_coldfront            2'749
    cp_steel                2'269
    cp_gorge................2'903
    tc_hydro                2'705
                            
    pl_shoreleave_a6........2'829
    koth_trainsawlaser_rc2  3'082
    ctf_haarp               2'668
    cp_glassworks_rc6a      2'391
    
    Conclusion: sightlines of 3000 and lower are fine, as long as there is a route which bypasses all or the majority of the sightline
     
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    Last edited: Feb 1, 2020
  2. RevolutionTeam

    RevolutionTeam L4: Comfortable Member

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    Hold the fuck up.
     
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  3. Skylark

    Skylark L2: Junior Member

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    In here
    [​IMG]
     
  4. RevolutionTeam

    RevolutionTeam L4: Comfortable Member

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    God damn! That's an awful sightline...

    But nobody would ever exploit it... right?
     
  5. Squidward... no wait

    Squidward... no wait L3: Member

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    Don't give anyone any ideas.
     
  6. Narpas

    aa Narpas Takes way to long to make and update maps

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    It's pretty much impossible to exploit, because you only get to that area after the round ends, when it's a straight up deathmatch
     
  7. RevolutionTeam

    RevolutionTeam L4: Comfortable Member

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    That's what I meant. You'd have to be going for the AFK spy to actually get a kill from there.
     
  8. Skylark

    Skylark L2: Junior Member

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    I did some maths to try and find more realistic sightlines which people have used and have these results; these are not the longest but at least a few people have used this distance.

    Code:
    ctf_turbine.............3'969
    ctf_2fort               3'101
    cp_dustbowl             3'093
    plr_hightower           3'459
    pl_badwater.............3'104
    koth_harvest_final      3'313
    cp_foundry              3'615
    koth_nucleus            2'992
    cp_snowplow_rc3.........3'586
    pl_upward               4'194
    plr_hightower_event     7'340
    cp_egypt_final          3'370
    pl_barnblitz............3'521
    pl_thundermountain      4'197
    pl_goldrush             3'923
    pl_frontier_final       3'265
    ctf_doublecross.........3'125
    cp_process_final        3'504
    cp_badlands             2'822
    cp_gullyish_final1      2'668
    koth_harvest_event......3'109
    cp_granary              2'712
    cp_snakewater_final1    2'718
    cp_gravelpit            3'837
    pl_hoodoo_final.........3'360
    arena_offblast_final    2'726
    koth_lakeside_final     3'595
    koth_viaduct            2'700
    koth_sawmill............2'485
    koth_viaduct_event      2'513
    cp_coldfront            2'749
    cp_steel                2'269
    cp_gorge................2'903
    tc_hydro                2'705
                        
    pl_shoreleave_a6........2'829
    koth_trainsawlaser_rc2  3'082
    ctf_haarp               2'668
    cp_glassworks_rc6a      2'391
    
    So yeah, longest sightline being around 3'000 seems pretty decent.

    Also, these values have been added to the google docs
     
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    Last edited: Jul 26, 2019
  9. Finianb1

    Finianb1 L1: Registered

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  10. Malachite Man

    Malachite Man L6: Sharp Member

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    Suijin is pretty much sightline Nirvana.
     
  11. RevolutionTeam

    RevolutionTeam L4: Comfortable Member

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    Not knocking Freyja's work, but the first in-game version had a spawn-to-spawn sightline across the point, and honestly... how did that not get removed in the early alpha builds?
     
  12. Wilson

    aa Wilson Boomer by Sleep

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    Because it was never meant to be a King of the Hill map.
     
  13. RevolutionTeam

    RevolutionTeam L4: Comfortable Member

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    Even then, you don't see Arena maps like Badlands, Ravine, and Well having cross-map sightlines.
     
  14. Tumby

    aa Tumby

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    Badlands and Well are not good arena maps. Doesn't change your point much, but I just had to say this.
     
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