Playa

Discussion in 'Map Factory' started by H-land, Jan 22, 2010.

?

Change the name of the map to koth_uyuni in future releases?

  1. Yes

    35.3%
  2. No

    64.7%
  1. H-land

    aa H-land

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    KotH_Playa
    A Run-of-the-Mill King-of-the-Hill Map by H-land
    Special Thanks to Void for his Salt Textures
    Special Thanks also to Acumen for his cacti

    So, for whatever reason, I decided that I wanted to make a King of the Hill map, and the idea possessed me that I might make a map set in a salt pan, or salt flat, or a playa*, if you'd rather call it that. This map is set on a salt pan loosely based on Salar de Uyuni, a frickin' huge and pretty darn amazing salt flat in the Altiplano of Bolivia.
    My biggest issue currently is definitely how to balance a map set on one of the flattest surfaces on the planet. I've created an improbable island of sorts, obviously, but it's still quite open. And I need more cactus and rock models.

    Playa is now on the workshop.

    *That's with Spanish phonetics, mind you. It should rhyme with fiyah, like what you scream when you're running around like a quick little bunny and happen across a stray flare. It is not in any way related to a playa, like the sort of dashing gentlemanne that would seduce the mother of a quick little fiyah-prone bunny. Or demopimps.
     
    Last edited: Jun 7, 2015
  2. The Political Gamer

    aa The Political Gamer

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    Screens. NOW!

    EDIT: *sniper grunts*
     
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    Last edited: Jan 22, 2010
  3. nik

    nik L12: Fabulous Member

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    whatever you do, do NOT try to add natural features to something that occurs in nature as totally flat. Make the obstacles and cover man-made.

    for a theme like this, I imagine a train wreck, where the tracks go across the super-flat area, and the cars are all on their sides, dug into the ground and thrown across the landscape.


    that's just my take.


    *EDIT*: just saw your screens and I rather like it, actually.
     
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    Last edited: Jan 22, 2010
  4. Snacks

    Snacks TODO: Clever title

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    Could it have longer sniper sight lines?
     
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  5. Lancey

    aa Lancey Currently On: ?????

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    Yes, it could.
     
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  6. martijntje

    martijntje L8: Fancy Shmancy Member

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    Even if you want to make it look like a "playa", you dont have to be realistic.
    I mean how realistic is valve's badwater compared to the original [ame=http://en.wikipedia.org/wiki/Badwater_Basin]Badwater[/ame]
     
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  7. Flawless

    Flawless L1: Registered

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    I think this looks very impressive! But you have to cover those crazy line of sights or your have a map with only snipers and scouts...
     
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  8. Mexican Apple Thief

    Mexican Apple Thief L3: Junior Member<br>LEAD FARMER

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    First off every corner of your map has a sniper zone, which pretty much means everywhere that's not the point caters to snipers. To combat this, remove the spawn balcony so snipers have to walk to their position. Then expand the capture area of the point to the full size of the wood platform. This will allow people to hide behind the walls while capping to protect themselves from the sniper menace. Next, you'll want to remove all health that isn't the four small ones in the middle. Those are sufficient, especially because the resupply locker is so close by. Having large kits around the outside encourages camping the rim. Then add a door between the now vacant dead end path and the sniper bunker allowing classes to easily storm the sniper and clear him out. Also, consider increasing respawn time, as your map is pretty small for a KotH, though I don't think this was much of a problem. Finally, if you want to nerf sniper sightlines, add a wall outside the window 45 degrees off from it, thus forcing the sniper to (depending on which side you decide to put it on) focus on either the spawn or the other sniper bunker and be blind to the other side.

    And finally here's a crappy picture that kind of summarizes it.

    [​IMG]
     
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    Last edited: Feb 7, 2010
  9. StickZer0

    aa StickZer0 💙💙💃💙💙

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    Just
    WAY
    Too
    Open.

    Sorry, but that is the biggest problem with this map.
    Remove those side orange buildings and pull the whole thing together, it's mad with snipers
     
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  10. H-land

    aa H-land

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    Updated to Alpha 4. More importantly, it was tested and TPG decided to show off his nose in a lovely deathcam shot.
    [​IMG]
     
  11. owly-oop

    aa owly-oop im birb

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    Make the middle a building with the same style as your other buildings. That should break sightlines and make it so it isn't teethgrinding to fight on
     
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  12. StickZer0

    aa StickZer0 💙💙💃💙💙

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    Lower the roof on the middle or clip it off completely
    Have two large(r) entrances and two smaller entrances to the mid, but the larger entrance should be smaller than the current entrances.
    Possibly extend the building by adding more geometry and building attached to it.
    Make the capping zone smaller.
    Pull the whole map in closer
     
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  13. chickenm4n

    chickenm4n L1: Registered

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    just judging from your main pic, it seems very open. maybe try something like this?

    [​IMG]

    hmm. well in any case. you need something that will make your main point stand out
     
  14. Rikka

    Rikka L5: Dapper Member

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    Game tonight was probably the best I've played on it. The mid building was pretty easy to hold with a few heavy classes inside, though. I'm worried that with more players that problem would just get worse. Might want to try out some kind of openings on the roof.
     
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  15. absurdistof

    aa absurdistof

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    Yeah from what I've seen above, MAJOR improvements. Overall I think the map could be scaled down which I mentioned to you earlier. Also, some places just felt unused, such as the corner buildings that had doors facing the spawn area.
     
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  16. Rikka

    Rikka L5: Dapper Member

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    I think you went a little overboard on the additions. The ramp and the new lookout tower thing made the map feel more cramped without actually shrinking the area. I'd remove the ramps and try out a few different kinds of holes in the roof. Nothing too large, just enough to either get some support spam or a demo the enemy isn't aware of can get one good sticky trap detonation.

    I also think you should close off those far buildings in the corners. They only serve to give snipers a sweet spot to shoot into your spawn buildings. And obviously you need to redesign it there so it's not a dead end. I'm not sure about those new tower things. I didn't use it, but then I never tried.
     
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  17. Hellfire

    Hellfire L9: Fashionable Member

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    this is jsut a suggestion. yes,its kinda big, but it should make map more dynamic\[​IMG]

    hope this will atleast give you some useful ideas
     
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  18. Westerhound

    Westerhound L5: Dapper Member

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    In the beginning it was too open, but now its too messy and too many paths around in my opinon. Hellfire has some good suggestions in my opinon, but I dont like the whole double spawn idea. Its only a koth, and its so small you really dont need two spawns. Closing of a big area like that isnt maybe such idea either.

    Another thing that bothered me a bit was the bridge. I think the ramps up to the roof are enough, but if you want to keep the bridges, at least make them easier to access, since the way you have it atm (enter house, exit to balcony, enter another house, exit to the bridge) is a bit messy and a bit confusing)

    The ammo/health placement is fairly good at the moment. Defo dont add more ammo around the mid since it seemed fairly easy to set up already (might be cause of low playercount)

    E: I like the access to all roof. Might be just cause Im main soldier tho.
     
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    Last edited: Mar 28, 2010
  19. Walker

    Walker L2: Junior Member

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    I like this, but definitely don't make the orange buildings separate spawns, they're rarely fun, especially when they're so far apart.

    Edit: Also! The spawns as they are right now are absolutely huge. Please shorten the distance out of them. :(
     
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  20. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    I like it alot. Needs more flamingo.

    It's also got a bunch of nice straightaways for the ol' 6:40 Pain Train to barrel down.
     
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