Map suggestion KOTH_drowned

Sneeuw

L1: Registered
Aug 6, 2018
15
0
Meet KOTH_drowned. Theme: a spybase on water.

Gameplay design: lots and lots of water. Its suppose to make players try to find different paths. Idk how well it would play, pyro would be a little underpowered unless its a pyro shark so i had 4s in mind not casual.

Spawn: there are 3 doors, two to the side and one towards the point.

to the left side of the spawn area is a building with one shutter pointing towards spawn with a large ammo pack and a small hp pack, and a platform with a small health pack on it.

To the right is a long platform with a small ammo pack on the side closest to spawn.

There is a bridge connecting spawn with mid accessible by the door facing mid.

There is water surrounding spawn.

Mid consist of two buildings the main middle building containing the point behind a wall in the far right side, on the left side of the building is a medium health and ammo kit and a shutter door behind a wall.

The shutter door leads out to a small section of water with the second mid building on the other side, there is one shutter door to enter it, in this building are a medium health and ammo pack.

Blacked out box: platform

Black lines: walls

Grey lines: shutter doors

Ladder like areas: stairs or inclined plain

Light blue area: water.

Sketch: https://drive.google.com/file/d/1Nj4btlEm5j3tN-upuQmdOxyCqwe9-Dff/view?usp=drivesdk

Ammo and health legend: https://drive.google.com/file/d/1-5fn9MLM_IG3bdHwkViPFUkyn13XVH_4/view?usp=drivesdk
 

obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
I'm somewhat intrigued, I requested to view your map sketch so I'll take a look whenever.
 

FloofCollie

I really suck!
aa
Nov 5, 2016
600
670
One of the mapping guides here specifically recommends against using large amounts of water, for various reasons, not just for artificially limiting Pyro (which is enough on its own) but also due to having to pay attention to 360 degrees around you, moving slowly, and so on.
 

Sneeuw

L1: Registered
Aug 6, 2018
15
0
One of the mapping guides here specifically recommends against using large amounts of water, for various reasons, not just for artificially limiting Pyro (which is enough on its own) but also due to having to pay attention to 360 degrees around you, moving slowly, and so on.
I can get that. A fix would be to add more land keep in mind this is just a sketch. If i we're to go back and remake this sketch I'd add drop downs/floor doors in the buildings and even more pathways.
 

Sneeuw

L1: Registered
Aug 6, 2018
15
0
Quick updated version (rushed edits) added a bridge connecting the point building and the building across from it, added 1 hole/drop down that leads into the water and allows you to leave the building or enter the building via the water from the hole.
 

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obodobear

L4: Comfortable Member
Mar 15, 2016
172
32
It still is pretty lacking right now. Some of my potential suggestions would be more ways of approaching the control point, possibly redesigned building shapes/room layouts to make things more exciting, more things underwater, and some elevation changes never hurt. Also the control point and spawn locations aren't great right now. With the place the control point is at currently the whole server will just end up funneling into a single room with only 2 parallel entrances.There's almost no incentive for players to want to go to the left.
 
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Sneeuw

L1: Registered
Aug 6, 2018
15
0
It still is pretty lacking right now. Some of my potential suggestions would be more ways of approaching the control point, possibly redesigned building shapes/room layouts to make things more exciting, more things underwater, and some elevation changes never hurt. Also the control point and spawn locations aren't great right now. With the place the control point is at currently the whole server will just end up funneling into a single room with only 2 parallel entrances.There's almost no incentive for players to want to go to the left.
I currently can't edit it again due to phone problems but imagine adding a dropdown in spawn, a bridge connecting the building to the left of spawn and spawn, a bridge connecting the building to the left of spawn to the building connecting to the building to the left of the point building, and switching the point and the dropdown in the point room. Also maybe making the point submerged when locked and raise after being capped (you could swim under the building to the point) then raise it when it reaches the surface just to the point where you would have to jump to get on it to cap it.

EDIT: another addition to the point idea is every cap alternates if its submurged or surfaced and every minute that goes by on the koth clock alternates if its submerged or surfaced too.
 
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