Playa

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


  • Total voters
    52

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
575
I watched the Top Gear episode where they raced on the salt flat you based your map on last night. So it made me think of this, and I thought I'd give you a suggestion. In that screenshot, two posts above, I'd suggest stretching the top and bottom houses up to the wall (where he's marked 'close off'), so you have to walk through two doors to get to the other side - and it'll block the sight line. I wouldn't have two spawns that are so far away.

Also if you do want to change the name, why not just koth_salt_flat - I like it.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
It was not a bad map, I liked the nucleas circular style in the map. ^^

The middle was kinda spammy, imo. When you was standing on the point, you did get shot from like each side. :/ It was always like suicide once you did get in the CP building, that's why lots of people didn't go to the cp itself I think.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,776
7,674
Now that you've filled in the vast expanse with cover, everything is too spread out an unfocused. There more ways to go than you can count and an attack can come from anywhere out of a nook or window. You need to cut down on the areas you can go that are in the non-base corners, and try to streamline routes together or something.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I like how it's a little unfocused... But you could probably reduce this feeling anyway. I don't know, I liked how there was something going on everywhere, but then again I played ninja Heavy so I can't be trusted.

My main issue with the map is the cap point. It's improved greatly, but there are four doors and two windows from which people can easily attack you while you're on the control point. Six entrances to watch! Holy smokes! If the cap time is going to be this long, make it easier to watch my ass in there.


Fun map though. It's improved greatly.
 

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
I would fill in the buildings at the corners since they're rarely used, and doing so would direct the combat towards the point. You could also move stuff around so the map isnt a square but a rectangle thingy of pie
 

FiLi

L4: Comfortable Member
Nov 14, 2009
195
102
Make the doors to battlements open only from outside, change the window block textures from concrete to wood(The ones outside spawn), and maybe rotate the wood plank texture on bridges to run the long way.
 

LateLJ

L7: Fancy Member
Nov 27, 2009
408
157
This map feels a little bit too open -> snipers and scouts more powerful and heavies much weaker. But there is plenty of cover too so snipers are not so big problem.

It looks okay, but little "boring". I don't know, maybe you could add some nice details.
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647

owly-oop

im birb
aa
Apr 14, 2009
819
1,217
The square shape makes the fighting feel unorganized and the corners of the map feel unimportant to own and only direct the fighting away from the point. The roofs you can get on (not the middle) make it too easy to flank and makes the whole map feel unsafe.

The point feels like a deathtrap with the windows
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,392
1,228
What happen to H hand?
Why there is suddenly Playa b2 out there?
Why isn't this thread updated?
Is TPG somehow behind this?

I have so many questions right now.