KotH Redridge

Discussion in 'Map Factory' started by cardo, Jul 20, 2013.

  1. cardo

    cardo L1: Registered

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    Finally reconnected my old HDD that had this map hidden away on it after thinking I'd likely lost it a couple of years back. Also, there was this version that I'd never uploaded and had completely forgotten about! I haven't made all the changes that were requested in A2 but some significant tests with the base layout so would appreciate any feedback again. Cheers! :)
     
    Last edited: Jul 6, 2015
  2. All-Star

    All-Star L1: Registered

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    I was just about to create a map like that!looks nice
     
  3. Scampie

    Scampie L1: Registered

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    • Thanks Thanks x 5
  4. cardo

    cardo L1: Registered

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    Cheers guys, A2 is now up for grabs. Tried to take into account most of the feedback I got from you Scampie so feel free to give it a go again. Maybe I need to submit it for gameday or something? Not really sure how it works :)
     
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  5. Scampie

    Scampie L1: Registered

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    Cardo you are idle on IRC so...

    https://dl.dropboxusercontent.com/u/103186490/a2_scampie.zip

    (take care and mark your /cfg/ folder read-only before watching... last I knew demos had a nasty habit of overwriting people's config thanks to my config's binds)

    Watch this demo, I walk around and point out some things I'd like changed. Mostly revolves around scout jumps and solider jumps. As a note, when I say 'scout should be able to jump up here', I mean jump off of props.

    The changes you've done already are great! The middle building I think is a good battleground now. Still think maybe the spawn is a bit campable, but we'll see. Keep on keeping on.
     
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  6. Zwiffle

    Zwiffle L6: Sharp Member

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    All of my opinions purely hypothetical conclusions gathered while running around your map for 5 minutes:

    I agree with scampie about the spawn point. The bottom exit itself seems useless, as it takes you to low ground with little/no cover and you're farther from where you want to go. His suggestions make sense, especially in a map where you can easily bypass the middle point and head straight to the enemy team's spawn. Maybe if you extend the bottom exit, raise it up a bit to form a slight droop between the north and south walls. Think like a slightly raised walk-way along the south wall. If camping is really bad, add a roof-exit or something to give them a height advantage.

    The walkway connecting the middle buildings is nice, but I would be concerned about making it too strong as it gives you a clear height advantage and could make the ground entrance much weaker. If the enemy gains control of that walk way, it's going to be really difficult to push out. But maybe that's the point.

    Extend cover + add crates to make a sneaky side path - I agree.

    The ground path from the building interior to the point seems like a death trap. Long sight range, no cover, if I was retreating from the point I would never go that way since I could be flanked from behind, from above, or from where I'm headed. If I was heading to the point, I would almost certainly go up and out the windows. Since you really want to control the upper floor of the building, the bottom path would probably need something done to it to make it purposeful.

    Add a garage door the upper area behind the point - I agree.
    If that back area is problematic (I have no reason to believe it will be) you could probably get away by chopping the whole area off. The arena is big enough that you can attack the point from a 180 degree arc already. You would still have the main path from each base, a side flank path behind the rock (assuming you make changes), the flank path from the side buildings, the central building windows, and the walkways.

    My overall main concern is the walkway and central building seem very powerful. If you control the central building, it may be too tough to break into it and secure the point. It has the clear height advantage, and only 2 direct ways into it, both controlled by the smaller, well defended upper ground - the flanking building. You can put a nest in that little alcove the walkway connects to and dig in. It would be very hard to get out of that. You can add more cover to the courtyard outside the spawn - maybe another barn building along the south they can quickly run to for cover, but I don't think that would do it.

    The layout makes you want to control the building first, then the capture point, since the building is so strong and it's actually closer to you than the capture point. What makes it so strong I think is the walkway and the upper floor - it's just very defensible and gives you such an advantage over the enemy team's movement/spawn.

    You could try making the upper spawn exit, head directly north alongside the barn, blocking off that path directly into the barn. Then the walkway wouldn't give the enemy team a campable position directly in front of their spawn, it would be just a route between the center and side buildings. Also add more cover to the courtyard outside of spawn, to limit the walkway's dominance. The walkway is good at applying pressure to the point, and that's what it should do imho, it shouldn't let the enemy team control your courtyard.
     
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  7. cardo

    cardo L1: Registered

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    Thread bump! New update finally. Version A3 up for grabs with changes I made over a year ago but had been lost on a different hdd. Feel like the map is getting close to finished layout / gameplay wise and would like to start detailing real soon!

    Feedback welcome as always!

    Cheers!
     
  8. Moonrat

    aa Moonrat The end of an era

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    It just looks okay, not like I'd wanta play it or anything....



    ʷʰᵉᶰ ᶦˢ ᵗʰᶦˢ ᵍᵒᶰᶰᵃ ᵇᵉ ᵖᶫᵃʸᵉᵈ ᶦ ʷᵃᶰᵗ ᵗᵒ ᵖᶫᵃʸ ᶦᵗ
     
  9. Zwiffle

    Zwiffle L6: Sharp Member

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    I'm not exactly sure what changed, but then again it's been a while since I played the previous version. My complaint about that spawn and that first building still exist - it seems like it would be really easy to camp enemy spawn from that walkway.
     
  10. cardo

    cardo L1: Registered

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    Zwiff, I added a lot of cover up from the low spawn exit, and a third high exit from the bases that I'm hoping doubles as a sniper nest / way to defend the base. I may just window this area off and not have it as an exit. Also added cover and health just outside the mid level base exit.

    I did have an idea to raise the bases up so it wasn't a height advantage to anyone attacking them but then I found this version and didn't have any issues playing.. Bear in mind that my reference was against bots but I wasn't able to overpower them or control their base. Would like to see someone decent play it though!

    Moonrat, anything more constructive to say? You don't like the look, the layout, or how it plays? It's only an alpha so it's not going to look great yet.
     
    Last edited: Jul 7, 2015