Mound

Discussion in 'Map Factory' started by Kronack, Oct 12, 2010.

  1. Kronack

    Kronack L2: Junior Member

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    Mound is a King of the Hill type of map base around... A large mound.
    AKA MY ATTEMPT TO LEARN MAPPING AND SCALING MORE GOODER
     
    Last edited: Nov 11, 2010
  2. The Political Gamer

    aa The Political Gamer

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    Scaling looks right for the most part, but the pit looks a bit deep.
     
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  3. Kronack

    Kronack L2: Junior Member

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    You can run up from the pit on both sides, was thinking it would mostly be considered a good place for spies to uncloak and others in general to try and flank.
     
  4. nik

    nik L12: Fabulous Member

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    That's quite a mound.
     
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  5. Terwonick

    Terwonick L6: Sharp Member

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    I'm surprised nobody else mentioned this, but I suggest you get rid of the water underneath, it negates Pyro's.
     
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  6. Kronack

    Kronack L2: Junior Member

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    Really? It's more of an aesthetic thing, and didn't think it was deep enough to do that. I should be able to just lower it.

    edit - Just checked to make sure, the water in the deepest part of the pit doesn't come as high as the water at the foot of the stairs in 2fort, which doesn't extinguish you even if you crouch, it should be fine. :)
     
    Last edited: Oct 12, 2010
  7. nik

    nik L12: Fabulous Member

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    DUDE MAKE IT A METEOR.

    do it, seriously.
     
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  8. Kronack

    Kronack L2: Junior Member

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    I see how it could work, but I do not have the texture or model making talent (none) that would make it look any good. Also I'm still new at detailing. :(

    Heeeadin' to work.
     
  9. Moose

    Moose L6: Sharp Member

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    I don't like how you can see pretty much the entire map from the area on the second screenshot. Also, the map looks pretty boring; other than the mound itself, almost everything is relatively flat.

    It seems like it would probably play well, but you should mess with height variation and cover so it'll be more fun.

    However, this is just what I'm seeing from those 2 screenshots.
     
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    Last edited: Oct 13, 2010
  10. Kronack

    Kronack L2: Junior Member

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    Gameday bump for any extra feedback.
    Saw some obvious problems with some sniper sight lines and some other stuff. Thankfully it wasn't gamebreaking and is easily fixable.

    Also saw someone post about the gray gloomy look of it. It's gonna be a rainy map, just haven't added the rain yet :p
     
    Last edited: Oct 15, 2010
  11. RagnarHomsar

    RagnarHomsar L2: Junior Member

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    I have one thing to say (and I believe I put in an annotation about it): that cap size is way, way too small. Every time I was capping the point, I couldn't get behind cover, away from the huge sniper sight lines. I'd recommend making it at least cover most of the mound, not just about 1/4.
     
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  12. Kronack

    Kronack L2: Junior Member

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    Map updated before I pass out. Added more corners and stuff in general to help spies and other classes, changed up a few of the perches so snipers didn't have that much of an advantage. Increased the capture area size and added a path that goes beneath the capture point.

    New screenshots up, also.
     
    Last edited: Oct 16, 2010
  13. Kronack

    Kronack L2: Junior Member

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    Updated again, new download up
     
  14. Tyker

    Tyker L5: Dapper Member

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    It played okay, the only problem was the room underneath the point felt pointless to me. The health on the sides is in an okay place, but 80% of the players didnt even know there was a room underneath the point.
     
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  15. Kronack

    Kronack L2: Junior Member

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    Agreed, trying to think of a way to make the room and other two health areas down there more obvious. Maybe some lighting? or a sign of some sort?

    Also heard someone talk about there being a lot of health for a koth map. Any more input on that will be greatly appreciated.

    Someone said how the highest areas near the point are pretty bad for camping with sentries. Not sure about that though, he was on red team already which had been already dominating blu so he had plenty of time to put one up. I would think that platform would be too close to the action on the point or in the way of a sniper sightline in a more balanced match to allow a sentry to be much of a problem up there.

    Also, not sure what I want the setting of this map be, lemme know if you guys have any suggestions. Was thinking maybe snow/industrial or gravel/wood buildings. Maybe even a forested area, not sure.

    No one left me any annotations either, so gonna put this version up one more time for eu gameday.
     
    Last edited: Oct 20, 2010
  16. Wilson

    aa Wilson Burial by Sleep

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    [​IMG]
    Clip this small corner here.

    [​IMG]
    This room is deathtrap, remove it or tweak it.

    [​IMG]
    Sentry over here pretty much covers entire point and is really hard to take down.

    [​IMG]
    And here is my suggestions how to fix the sentry problem.

    [​IMG]
    Nobuild this roof to prevent Wrangler engineers making bases here.

    [​IMG]
    These team colored lights need to be less strong, you have no idea how many times i end up shooting my teammates standing on lights during gameday.
     
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  17. Kronack

    Kronack L2: Junior Member

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    Thanks for the feedback Wankhouse :)
    As for the lights, they were mostly just me messing with outputs, I'll most likely just be taking them out.
    When you say room with a dropdown on to the ammo, do you mean a one way drop or a stairway?
     
  18. Wilson

    aa Wilson Burial by Sleep

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    One way
     
  19. Kronack

    Kronack L2: Junior Member

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    Not sure how the one way passage would counter sentries, unless you mean the cover will.
     
  20. Wilson

    aa Wilson Burial by Sleep

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    Well one way dropdown would drop you on area just out of any sentry range build on that balcony, it also would give some support for attack or defence pushes toward the point.

    Tough, in the end it is your call.