KotH Refinery

Discussion in 'Map Factory' started by MetalKev, Mar 6, 2012.

  1. MetalKev

    MetalKev L2: Junior Member

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    First map I've designed. I'm looking for feedback on obvious flaws in design and some testing so I can optimize and beautify the map after I know it plays reasonably well.
    I'm brand new to the community too, so if I make a faux pas don't hesitate to tell me.
     
  2. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    Looks decent for a first map; can't see many of the typical first map flaws. However, looks like there's a pretty big sightline in the last screenshot. Throw it up for testing, but please please please make sure the entities are fully functional first.
     
  3. Jeremy

    Jeremy L11: Posh Member

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    I'm not sure if having a full healthpack in the middle of a big empty and (probably) easily accessible room is a good idea.
     
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  4. MetalKev

    MetalKev L2: Junior Member

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    The healthpack is located in a bunker underneath the main point, equidistant from the spawns. The idea I was going for was that it'll be a contested area so nabbing it won't be safe (like the health room on koth_lakeside) and that people can jump down to the bunker entrance to get it easily, but in doing so need to walk a fair distance to get back to the control point, making the health both easily accessible but ultimately inconvenient.
    I don't know how well it'll work in practice but that was my theory.
     
  5. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    Good to see someone who put some degree of planning into their first map.
     
  6. Terwonick

    Terwonick L6: Sharp Member

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    From just the screenshots I suggest that you add in cubemaps, other than that good job
     
  7. Ezekel

    Ezekel L11: Posh Member

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    just a headsup: the name refinery i already taken by arena_refinery. just saying
     
  8. Crash

    aa Crash func_nerd

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    This was a really interesting map, but I think it has some big flaws to it. A lot of the corridors and doorways are really small. It feels very convoluted at times, and there are a lot of jumps. I played scout most of the time, so it wasn't as big of a hassle for me, but I'm sure the other classes weren't having as easy of a time.

    I think you mapped the gameplay affecting brushwork too small in general. It has lots of paths everywhere, but they are all very cramped. It's like the problems with micro-detailing, except for gameplay elements. If that makes sense.