Need some critisism for my map!

Discussion in 'Mapping Questions & Discussion' started by TheAppleJhon, Oct 25, 2015.

  1. TheAppleJhon

    TheAppleJhon L2: Junior Member

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    Hey guys! Iv'e been working on a map i call KotH Rooftop Plaza, and its close to rc1, but i feel that i need some unbiased eyes to take a look at it!

    Could some of you guys maybe give me some critisism? I would really appreciate it :)

    here is the map: http://tf2maps.net/resources/koth-rooftop-plaza.874/
     
  2. Yrr

    aa Yrr An Actual Deer

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    The big issues I found while playing it were that it was too big and open, poorly lit and didn't flow toward the point.
    Would recommend looking at some existing koth maps and studying how they do things.
     
  3. TheAppleJhon

    TheAppleJhon L2: Junior Member

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    did you play the newest version?
     
  4. Yrr

    aa Yrr An Actual Deer

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    ooh I didn't notice the latest update, I'll try to get it played in the next imp and feedback the changes
     
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  5. zahndah

    aa zahndah professional letter

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    To be honest I dont think the whole roof thing works all that well, unless you have added some very heavy cover to the rooftops I dont think it would be all that fun. I have not played the latest version but in the version i played, for about 70% of the game i had forgotten it was koth. At the moment the point seems like a secondary objective as most of the time you can see the enemies spawn. You should light the point alot so the eye is drawn to it and it seems more imortant, and maybe move the primary spawn down a bit so the roof isn't the first thing you see.
     
  6. TheAppleJhon

    TheAppleJhon L2: Junior Member

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    I find your critisism weird. All paths in the map leads to the control point. The control point is properly lit in my opinion, and when i played it with friends, people kept fighting over the control point. The Rooftop was used as an advantage to take down who where capping or protecting the control point. The "move the primary spawn down a bit" i don't even get. What does that mean? there is not really a lot of places to fight that doesnt lead to the control point. The other thing is that you say that the fact that you can see the enemy spawn is a bad thing. Nope, you can't, the view is blocked by buildings and barriers. You do know that there is no primary spawn, right? Half of the spawn points are on the roof and half on the ground.

    You missed the entire point of the dicussion thread. To critisise my b20 version, so i could make the final changes before publishing version rc.
     
  7. zahndah

    aa zahndah professional letter

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    You may well be right, as i haven't played the lastest version(s) but when i played i seemed to spawn in the rooftop spawn 80%~ of the time. The point is properly lit but you would want it extra bright so it looks extra important. When i played it as soon as i spawned (in the rooftop spawn) i could spend 5 seconds walking then be able to see both exits to the enemy rooftop spawn. By move it down i meant move the rooftop spawn down into the building then have a route onto the roof and onto the ground, so people have more of a choice to go down to the point or secure an advantage on the rooftop. As you may spawn on the roof but want to cap so you have to jump down rather than being straight there. Also it may help the map to have just one spawn so it is consistent and you aren't so limited (i know you can get on roof from ground spawn but its inconvenient). Currently there isn't much of an incentive (at least to me) to go down and cap, because you could win the round but sitting on the rooftop getting kills is much more fun than down capping. Im sure to alot of players winning is an incentive but not to me. You could maybe have VERY limited pickups on the roof so people are forced to go down to get ammo / health.
     
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