KotH Sink a12

A rather open KOTH map where the point is located on top of a vertical mine shaft elevator.

  1. spadler097

    spadler097 L1: Registered

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    Implicit

    A rather big KOTH map where the control point is located on top of a vertical mine shaft elevator.

    As this is my very first map release to public, any comments and suggestions are welcome, and I would like to know what's wrong with the map.
     
    Last edited: Jun 24, 2015
  2. Nerdbot

    Nerdbot L7: Fancy Member

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    Just an immediate comment from the screenshots: disable shadows on the train tracks so that way they won't cast those ugly black patches underneath. Also kinda looks like the spawn rooms are a bit big.

    But the layout looks pretty neat and I'm interested in trying it!
     
  3. FiLi

    FiLi L4: Comfortable Member

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    I can't wait to play this. It appears you have some good height variance at mid which is really important
     
  4. Pocket

    aa Pocket func_croc

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    Your sunlight is green. Unless this is meant to be taking place in the world of Fallout, I'd suggest changing it.
     
  5. spadler097

    spadler097 L1: Registered

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    changes in a3
    - changed map layout:
    . made the map a bit narrower
    . modified layout of spawn area
    . made the lower room smaller
    - players can now fall into the crevices in mid
    - added more health/ammo and signs
    - fixed some cliping and lighting issues
    - added some props
    - added HDR lighting

    I'm still thinking if I should keep the lower room. It was intended for a route to go behind the enemy and for damaged player to retreat from. Any suggestions would be appreciated. :)
     
  6. Grizzly Berry

    aa Grizzly Berry

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    We played your map awhile back and I've been meaning to do this but forgot. I just ran through your map real quick to refresh my memory on some things. I have a few suggestions, but I want you to remember this is just my opinion. And I'm not very good at drawing in a 3D space, so you'll have to bear with me :p

    So while playing your map I felt there needed to be a route going through this building. Your map is similar to Viaduct in the way you have to go through the middle to get to the other side (unless you want to take the route underneath, which I'll touch on later). Here are two ways you could go about this:
    [​IMG]
    [​IMG]

    Another problem I ran into was this displacement. I suggest you playerclip it something similar to this so players can walk smoothly on it.
    [​IMG]

    You have this crazy height advantage in this next screenshot I feel needs some fixing. A soldier or demoman can get up there and rain down projectiles on the point without any way to really punish them. They're able to drop right off the edge onto that medium health pack and then jump back up there. I suggest maybe adding something up there opponents can get some splash damage off of.
    [​IMG]

    The last screenshot I have is one of the spawn exits. I'm not a big fan of dropping off of something and being unable to get back into spawn. Please figure out a way to utilize both doors.
    [​IMG]

    And to wrap up this post I'm going to briefly touch on the route going underneath the map. It feels really disconnected from the rest of the map. The only reason you ever take the right route is to use that tunnel. You have medium health packs placed right outside the entrance, so I don't see much point of having the large health in the bottom. Adding a path through the building in the first 2 screenshots might help with this problem.

    Hope you'll take everything I've said into consideration. Once again, it's all just my opinion and I am by no means an expert. It's your map, so it's ultimately going to come down to what you want to do. I look forward to seeing it in an upcoming gameday though :) Best of luck!
     
    • Thanks Thanks x 1
    Last edited: Jan 7, 2014
  7. spadler097

    spadler097 L1: Registered

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    A huge thank for your suggestions! :)

    Gonna fix this map before the gameday
     
    Last edited: Jan 4, 2014
  8. spadler097

    spadler097 L1: Registered

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    i just found that i have to change my map name...

    current name: Implicit (hopefully it hadn't been used ^^)

    changes in a4b:
    - changed the map layout:
    . changed spawn layout and spawn area a bit
    . the route to the tunnel are blocked and map is now bit more narrower
    - added a route through the building on both sides of mid
    - cut some large slightlines
    - improved lightings
    - players can now no longer fall into the crevices in mid
    - raised skybox height
    - fixed HDR lighting

    now i want to know if the spawn area is too small :3
     
  9. spadler097

    spadler097 L1: Registered

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    so, final touches, i need to know if the map is balanced or not, then i will move this map into beta