KotH potager (translate by shrubbery)

Discussion in 'Map Factory' started by Deloras, Nov 23, 2010.

  1. Deloras

    Deloras L2: Junior Member

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    potager

    "Ok listen to me and everbody lives a lot longer!
    If you want to live longer, you have to eat good food, not canned or frozen food, not food trucked in from out of state." Said Roger in American dad 604.

    Following that idea, and some weird and stupid ideas evocated with some weird and stupid people during some weird and stupid conversations in that weird and stupid game that is tf2, I rushed my SDK and went out with this:

    KOTH_POTAGER (French name, it wouldn't have been the same delirium without that name)
    Exact translation: KoTH_kitchengarden
    Favored translation: KoTH_shrubbery

    The map background is pretty obvious: Red and Blu WANT... THOSE... VEGETABLES!

    But what about Red and Blu bases? I thought about RED organic farming versus Blu GMO technology. Then I wondered about doing the spawn a restaurant kitchen with a real restaurant room behind it, and Red and Blu fighting for the best vegetables to do the best pottage ever.

    But for now, what I need is gameplay testing!

    Thanks to those who took a look at this.
     
    Last edited: Nov 23, 2010
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Might be a little small. One all-class entrance to the point which also forms a huge sightline all the way across the map is probably gonna be pretty bad gameplay wise. Add some way for every class to get over the fences, not just Scoots Sollies and Demos. Also, put your point on a base or something; it looks terrible while covered with ground (no offense).
     
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  3. Deloras

    Deloras L2: Junior Member

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    The first pic shows it well: Every class can go upon the roofs and the fences. You don't even have to jump to get on it. Concerning the size, I will look at it during the testing.
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    I think the point in the dirt is interesting. Make some kind of border though, I think. Unless the cap size is the whole square room there?
     
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  5. Deloras

    Deloras L2: Junior Member

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    Yep, the cap area cover the entire square.
     
  6. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    The screenshots make it look smaller than it really is. I'd say it's alright. It looks a little wide for koth, but the shape of the control point makes it ok, I think.

    My primary concern is that it's totally spawn-campable. Put another exit on the side and/or move the doors and respawnroomvsulizer to the "shack" in front of the current exit.
    ex:
    [​IMG]
    Ideally, you should not be able to see both exits at the same time.

    The cp plate prop looks strange, try to edit the displacement so that it doesn't clip through.
     
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  7. Mr. P. Kiwi

    Mr. P. Kiwi L5: Dapper Member

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    The map looks great.
    But, as I have noticed most of the map is in the buildings around the CP. That's where the teams spawn ant that's where most of the fighting will occur. Bad idea. If you noticed KOTH maps, and Areana maps have little spawns and little cover from the spawn while most of the fighting is around the CP switching hands. In your case the first team to make it to the other's spawn wins!
    Here's something to think of.
    Keep up the great work!
     
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  8. Moose

    Moose L6: Sharp Member

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    the layout looks neat, but there are a couple of things you're doing around the control point that I feel are terrible ideas:

    First of all, you keep the point itself in an area cut off from most of the map, which means a lot of fights won't be centered around it, and the ones that do will be boring.

    Secondly, you give a height advantage right next to the point, so anybody trying to capture will get rained down on from above. People who are capturing will instinctively run away in order to take cover from all the deadly rain.

    KOTH maps are most fun when keeping true to their name. If you keep the point the focus of most of the map, and give people standing on the point an advantage, you generally end up with something balanced.

    Of course, if you'd like to experiment with your king of the hill layout, I'm not going to try and stop you. Just consider what you're doing carefully.
     
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  9. red_flame586

    red_flame586 L7: Fancy Member

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    It looks pretty good, but a few long sightlines, particularly going the width of the map, not nessecerraly along the length, also, the point could do with another ground level entrance, maybe a side passage out the fence. Otherwise, looks good, get it in a gameday so you can test this out.
     
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  10. Deloras

    Deloras L2: Junior Member

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    What about turning it into a 5cp map? I believe the point will fit better with that gametype.