KotH Schwerin a2a

A medium-sized koth map with many paths and lots of high variation

  1. aota

    aota L1: Registered

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    koth_Schwerin - A medium-sized koth map with many paths and lots of high variation

    Red and Blu are fighting over this abandoned outpost. Why? who knows.

    A quick koth map I threw together over the last 2 days.

    Spawns have 2 doors to help prevent spawn camping.
    4 unique paths to mid
    lots of height variation

    let me know what you think!
     
    Last edited: Sep 26, 2015
  2. JMaxchill

    JMaxchill L5: Dapper Member

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    Just from looking at the screenshots, this looks overscaled, meaning sightlines are insane. Check out official KOTH maps to see what sort of size they are. Alternatively, if you're using ABS' pack (and why wouldn't you?) you can throw down some info_player_teamspawn entities to see how big an engineer is compared to your map. This looks as if it's twice as big as it should be.
    e: The spawns also look way too far back, meaning it'll take ages for anyone except scouts to walk to the point. When running around your map to test the distances, don't play scout; he's too fast. Try solly - you can get a feel of the distances, and test health placement too.
     
  3. aota

    aota L1: Registered

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    what is a good length of time to get to the cap? at the moment, it takes soldier 13s. And by overscaled, do you mean in length, or height? or both?

    edit: I might just be the screenshots. My map is ~200units smaller in length and ~500 units shorter in width than koth_lakeside
     
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    Last edited: Sep 26, 2015
  4. JMaxchill

    JMaxchill L5: Dapper Member

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    What way round is that? Is that spawn to spawn, or what? 13s seems a bit long, but I don't know what normal times are and that could be fine. On Lakeside, though, you can't see from one side of the map to the other as sniper - either the point hill is in the way, or the props round the points stop you. Schwerin doesn't have that.
     
  5. aota

    aota L1: Registered

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    I drew the path I took when I got 13 seconds on this picture.

    As for the sightlines, what If I removed the upper walkway and instead connected that door to the balcony just above it? Maybe also add some additional walls/barricades on top of the outer walls. (also in the picture)
    This would restrict snipers from being able to see most of the point and would hopefully funnel players back to the midpoint
     
  6. JMaxchill

    JMaxchill L5: Dapper Member

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    From the floor, snipers can see all the way across your map. That's the problem, and that's why you won't get any meaningful feedback if you imp this.
    When I said spawn to spawn, btw, I meant the dimensions of your map. Don't forget that Lakeside also has out-of-bounds areas and displacement cliffs, so that'll make it bigger.
     
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  7. aota

    aota L1: Registered

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    ah ok. I'll have to see what I can do to break up the mid a bit.
    and yeah the measurements were spawn to spawn on both, and excluded lakeside's out of bounds areas (as much as possible when measuring with a square).
     
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  8. JMaxchill

    JMaxchill L5: Dapper Member

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    Out of interest, what were the exact numbers for lakeside?
     
  9. aota

    aota L1: Registered

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    after doing a more thorough job of measuring (and starting at the front of spawn, instead of the back), the differences in length aren't quite so large, though Schwerin is still smaller. Width was about the same as before.

    Lakeside: 6656hu x 3136hu
    Schwerin: 6400hu x 2688hu
     
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  10. JMaxchill

    JMaxchill L5: Dapper Member

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    Thanks a bunch :D
     
  11. aota

    aota L1: Registered

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    a2a Changelog:
    • reworked(read split up) the mid area. hopefully that helps cut down some of the biggest sightlines.
    • clipped things needing clipping
    • fixed a few lighting bugs
    • optimized a few things
    • general bugfixes

    Read the rest of this update entry...