KotH Rails A06

King of the Hill with twists

  1. Serbian Hammer

    Serbian Hammer L1: Registered

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    Rails - King of the Hill with twists

    Rails - a KotH map with an emphasis on variety of battlegrounds. Oh, and has busy trains as well.
     
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  2. The ProfesSIR

    The ProfesSIR L1: Registered

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    Very. Very. White.
    Hopefully that's just for now, because it's a fun map, just hard to look at for extended periods of time.
     
  3. Serbian Hammer

    Serbian Hammer L1: Registered

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    Aw, really? Thanks! [​IMG]
    White is right, until I am happy with the layout.
     
  4. Serbian Hammer

    Serbian Hammer L1: Registered

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  5. Serbian Hammer

    Serbian Hammer L1: Registered

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  6. TwinMill

    TwinMill L1: Registered

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    Hey friend!
    Figured I do a quick run-through of your map and give you some initial thoughts!
    First off, I have to admit to you it's very easy to get lost in this map. There were a lot of moment where I had no idea on who's side I was and where the point was. I suppose that could be fixed just by playing the map more often, but I would highly recommend just for now changing the floor textures to either a team color or maybe a 30-50% reflectance texture. It would go a long way in how it plays.
    Secondly, I think there are much better places you could put your control point. it's current location doesn't exactly lend itself to a fun land-grab.
    Something else I'd like to mention is your design choice. It is pretty unusual; the slopes and abstract hallways are very unique and can definitely provide some very different gameplay than your typical king of the hill map, which can be very easy to get wrong, so I would take care to thoroughly test this map. If you manage to make engaging gameplay with this sort of layout, this could really be a one-of-a-kind experience. I've put more details and thoughts here: https://imgur.com/a/OgJfo but on the whole I do like where you're going with this. I think with a few tweaks it could be really fun.
     
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  7. Serbian Hammer

    Serbian Hammer L1: Registered

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    Thanks for the in depth analysis, I really appreciate it. I'll write my thought process and reply tomorrow.
     
  8. Serbian Hammer

    Serbian Hammer L1: Registered

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    @TwinMill

    So, a bit of intro to the design of the map. I wanted to make a map with a lot of verticality, so decided on a koth map, with 2 large battlegrounds connecting to it, one high ground and one low ground area, with passages between them. The rest of the map grew kinda organically around it.
    I will redesign the spawns eventually, people universally dislike them. By widening the central room, It will also make the hallways to the battlements feel shorter.

    When I am more happy with the layout, I will make cosmetic changes. Not for now tho, when I have 2 different versions of the map that I might continue working on.

    I think this area is easier to traverse in A04, where slopes are less angled.

    I've sped up the trains slightly, and they feel much faster now. The idea for the trains is to make holding the point easier, but I will see if that is really necessary.

    I did at one point think about moving the points, but that would require completely overhauling the map, since the point would not be in the center of the map. I like the 2 seperate combat areas, so I think changing the point in its current locations is my best bet.


    The rails are clipped off.

    Thank you for this, I've gotten a lot of feedback as well on the Imp tests, so changes be coming.
     
  9. TwinMill

    TwinMill L1: Registered

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    @Srpski Čekić

    Glad to see you looked through my advice!
    You mention that once you're happy with the layout you will make cosmetic changes, but honestly, I feel like differentiating the floor from the walls qualifies enough for a change at this stage, simply because it makes testing more accurate. What might look like a problem with layout could be solved with some slight texture changes, so personally I think you should make the changes before your next playtest, especially since it doesn't take more than ten minutes. However, if you feel it isn't necessary then go for it, this is just my thought process.
    I'm looking forward to seeing the next versions!
     
  10. Serbian Hammer

    Serbian Hammer L1: Registered

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    • Artpass - no more dev textures
    • Removed the 2 cp side enterances
    • Opened up side ramps
    • Opened up the room behind the cp
    • Added alternate paths from spawn
    • Rails are now electrified
    • Reworked the ramps on the cp
    • Reworked tunnels
    • Misc changes

    Read the rest of this update entry...
     
  11. Serbian Hammer

    Serbian Hammer L1: Registered

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    • Walled off alternate paths from spawns
    • CP is now more open with less cover
    • Reduced cap time 8 -> 5
    • Added little health packs at the bottom end
    • Widened the side hallways
    • Reduced the load on the poor lower locomotive
    • Minor adjustments

    Read the rest of this update entry...