KotH Midtown

Discussion in 'Map Factory' started by Chippers, Aug 17, 2014.

  1. Chippers

    Chippers L1: Registered

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    "For years, Midtown Park in Mannhattan has been an ideal haven for starstruck lovers, nature enthusiasts, and obnoxious yuppies eating at the nearby restaurants and comparing business cards. So when two teams of blood-thirsty, lead poisoned mercenaries arrive on the scene, the locals are less than pleased - even less so when they start duking it out, fighting over an idyllic stone bridge and the strange metal plate perched on top of it. But hey, at least the Mannhattan Police Department were kind enough to put up some safety barriers - we wouldn't want any of that precious mercenary blood spilling into the boating lake, would we?"

    My first actual TF2 map, after several years of research and procrastination. It's a small KotH map (although I might change it to Arena in the future) set in a semi-urban environment. Mainly looking for layout feedback at this stage.

    Custom content used includes one skybox from the Swamp pack, one model from the Bulletcrops pack, and two custom map-specific textures. They should all be PAKRatted in - but give me a shout if they haven't.
     
    Last edited: Sep 5, 2014
  2. Dain

    Dain L3: Member

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    I played a few rounds with bots. I liked the map a lot but noticed some issues:

    • [​IMG]

      Sometimes I spawned so close to the door that I only needed to move an inch to open it. This is bad because if a demo is camping the door you could die because your finger twitched. Also, the secondary exit was often outside of my field of view so it wouldn't have registered with me to use it. Move the info_player_teamspawns back a little bit.
    • [​IMG]

      The bots would overwhelmingly choose this corridor despite it obviously being a secondary route. I would have chalked it up to derpy AI, but I checked with a stopwatch and I got to the point about a second faster than using the main route. Secondary routes should give cover and secrecy at the expense of having to travel further.
    • [​IMG]

      When I'm on the lower level, it seems like I'm being funneled up the red path I've marked if I want to get back into the action. Otherwise I have to take the long route through the bottom left around the friendly buildings, or else expose myself to enemy fire by going through the tunnel and running up my team's version of the red route. From looking at it, I didn't even know I could use the blue route until I tried crouch jumping. Make a proper ramp or staircase so it's obvious that you can use it to get up.
    • [​IMG]

      I've color-coded the height levels on mid. Green is "middle" ground, Blue is "lower" ground, Purple is "higher" ground. I noticed that there wasn't any high ground. This means as Soldier or Demo I wasn't having such a good time - there were no nice places to rocketjump to. Especially as Soldier - I couldn't spam rockets at the point the way Demo can lob grenades or stickies onto it from the relative safety of the area below. As sniper as well, there weren't many good perches.

      For example, here on Viaduct there are 3 more-or-less distinct height levels to accommodate jumping classes as well as allow room for spy jump-stabs, wrangler sentries (okay maybe not such a good idea :laugh:) and the like.

      [​IMG]

      On the image of your map, I've marked a possible place to put battlements, which would fit neatly onto the current building. You'd have to fiddle with the height and some props to prevent the sightline stretching to the other spawn though.
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      For most classes, to get off the bridge you're funneled through one of the two red arrows. This makes it difficult to escape when the cavalry arrives, and they can predict the direction you'll go anyway. It would be far too easy to do a "pincer movement", where one group of players does heavy damage to the defenders, and another swoops in from the other side when they try to retreat and regroup. To fix this, make it so you can jump over the edges of the bridge as indicated by the green arrow, by either reducing the height of the railings or putting some junk props on the floor to stand on.

      I'm also not a fan of the lampposts on the cap. They got in my way sometimes when jumping around as Scout or Soldier.
     
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  3. NuclearRadio

    NuclearRadio L1: Registered

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    This looks great! I can't wait to see later versions! keep up the good work, mate!
     
  4. Chippers

    Chippers L1: Registered

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    Updated to A2 based on the feedback so far.
     
  5. Dain

    Dain L3: Member

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    Bridge needs playerclipping all round it. Especially on the inside - it could really screw up people trying to attack and defend the cap. Also the texture for the lampposts got left out of the BSP.

    [​IMG]

    Long sightline from the new battlements.

    [​IMG]

    This might just be me not playing it for so long, but I never found a good spot for a sentry nest. All the likely spots were too exposed. My suggestion - put an interior to the building with a large ammopack inside. I'd also remove the slightly awkward imo outer staircase to the battlements.

    [​IMG]

    Something like this.
     
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  6. Chippers

    Chippers L1: Registered

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    Updated to A3.
     
  7. Chippers

    Chippers L1: Registered

    Messages:
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    Updated to A4.