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KotH Rush

Discussion in 'Map Factory' started by Sippy, Jul 9, 2015.

  1. Sippy

    Sippy L1: Registered

    Messages:
    10
    Positive Ratings:
    3
    Red and Blu battle for control of a rushing mountainside river, precariously leading off a sharp cliff into the rapids below.

    Map notes:
    -The water quickly pushes you down towards the cliff, it's fairly easy to get out but you will likely be put in a disadvantageous position, or you can use it to make a quick escape!
    -Also bananas.

    ________________________________________________________

    Constructive feedback is appreciated!

    To-dos:
    -Add waterfalls in their intended locations.

    ________________________________________________________

    Special thanks to my friend Yellow for pushing me to finally get one of my maps to at least be playable.
     
    • Thanks Thanks x 1
    Last edited: Jul 9, 2015
  2. Berry

    aa Berry spooky scary skeletons

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    I haven't played the map myself, but I know typically KotH maps should be directing the players towards the control point in flow, instead of having a route through it and two routes going other ways (which is how Arena maps are designed).

    Perhaps it would benefit more from the outer two being directed towards the point?
     
  3. Zed

    aa Zed Certified Most Crunk™

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    Will we also be seeing koth_megaman, koth_beat and koth_tango?
     
  4. tyler

    aa tyler snail prince, master of a ruined tower

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    I foresee a lot of people being angry that the water kills them. Typically water doesn't kill; maybe on icy, snowy maps the water hurts, but pits that outright kill players are usually a lot more obviously deadly.
     
  5. Sippy

    Sippy L1: Registered

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    There are decently large platforms on both banks of the river, and you still have a lot of side-to-side control as you're pushed downhill. IMO it's difficult to actually be killed by the pushing water if you're really trying to escape.
     
  6. tyler

    aa tyler snail prince, master of a ruined tower

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    I haven't looked in game, so if it's escapable that could be OK. But still, remember that things need to be glaringly, painfully obvious in TF2, because the only way the map author has to communicate to the player is through visuals. Likewise, control over movement isn't very often taken away from the player in TF2. Even if you're just moving them a bit, they may find it jarring and confusing. Just stuff to keep in mind. Put it in a game day.
     
  7. Bunbun

    aa Bunbun Gay sex slave

    Messages:
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    Cool map!