KotH Platforms

Discussion in 'Map Factory' started by Rektolisk, Jul 28, 2013.

  1. Rektolisk

    Rektolisk L1: Registered

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    Been working on this map for a couple of days, I wanted to go for something simple that I can play with friends before I move on to more serious projects.

    Features two launch pads to help gain access to the top platform.

    I have never made anything to release before so I am hoping this is a good start to get me going.

    Please give feedback from what you see currently, I know its not much to go off. I appreciate all comments, rip it to shreds if you like, as long as it is constructive and will help me improve.

    TODO List
    Complete Gameflow
    - Playtests
    - Class balancing
    Optimize all brushwork
    Texture level
    Detail
    Lighting
     
    Last edited: Jul 29, 2013
  2. Verumae

    Verumae L1: Registered

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    is this a medieval map
    also there's no download
     
  3. Fantasma

    aa Fantasma

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    This looks refreshingly different(in a good way), can't wait for a download
     
  4. Rektolisk

    Rektolisk L1: Registered

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    This is not a medieval map, I have only just came back to TF2 and thought I place down those supply lockers out of intrigue :p

    There is also no download yet because I was having a few issues yesterday but I will be able to provide an upload later today.
     
  5. Egan

    aa Egan

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    Hey, we played your map in an impromptu today. Here's the recorded demo of the match. And here's the feedback page.

    The majority of the feedback was that the map was really huge, the water should either have a way out or kill instantly cause it didn't make sense having to wait until it killed you with no way out, and that there was a nobuild around the entire map. (It's all in the feedback page).
     
    • Thanks Thanks x 1
  6. Rektolisk

    Rektolisk L1: Registered

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    Thanks a lot for playing the map, watching the game is a really big help. I will make some major changes for the next version. It seemed like a lot of people disregarded the point and just hung about the spawn exits.

    Scouts and snipers seem to dominate the map, does anyone have any suggestions how I could tackle that?

    Again, thanks a lot for playing and I appreciate all the feedback.
     
  7. Pocket

    aa Pocket func_croc

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    That'd be the scaling at work. Snipers because they could accurately shoot all the way across the map at people who couldn't reasonably fight back, and scouts because it's such a long walk to get from anywhere to anywhere else. Seriously, the map looked smaller in the pictures, but even beyond that, the complexity means there are too many areas that are too far of a walk from each other. The hallways from spawn to the middle of the map seemed really unnecessary too.

    Were you really surprised about the snipers, by the way? Because like 90% of the map is basically one big sniper deck; I assumed you made it like that on purpose.
     
  8. Rektolisk

    Rektolisk L1: Registered

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    I knew that snipers would have an advantage but I still don't know a way to tackle that issue with this design, the map is still in alpha stage which means there needs to be major changes. I didn't want to just start putting walls around and turning the map into a series of tunnels etc.

    Not exactly sure how to go about it other than reducing the map in size which is something I was considering today.
     
  9. Memefreak

    Memefreak L1: Registered

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    It might just be me, but I thought getting around the main area was a little confusing.