KotH Summit

Discussion in 'Map Factory' started by kinseti, Mar 1, 2013.

  1. kinseti

    kinseti L1: Registered

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    My first map attempt that made it to alpha without being completely broken. Summit is a KOTH map which utilizes everyone's favourite gameplay mechanic - deadly cliffs!

    I would really appreciate any feedback at all - even, erm, the brutally honest stuff. Even though it's very alpha I'll hopefully be trying to get some playtesting done soon (likely a2), after tweaking some problem areas and optimizing a bit more. Bottomless cliffs and fairly large sightlines raise some potential class balance concerns, but I want to know if there's anything else I should be watching out for moving forward. Any general comments would be nice.

    Thanks!
     
  2. BlazrM4N

    BlazrM4N L1: Registered

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  3. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    I like the look of it, but I think the fog is way too strong, and you might want to break up that big main area with some cover.
     
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  4. Sergis

    aa Sergis L666: ])oo]v[

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    looks promising
     
  5. Little Dude

    Little Dude L4: Comfortable Member

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  6. Samniss Arandeen

    Samniss Arandeen L1: Registered

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    Looks very promising. Though Snipers are very overpowered near the point. I think LeSwordfish touched on why that is so, that main area is a tad large.

    That aside, a very beautiful map. Color me impressed. :)

    That is all. For now.
     
  7. cool_myll

    cool_myll L1: Registered

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    Looks cool. Plz put some object so it wont be so sniper friendly.
     
  8. kinseti

    kinseti L1: Registered

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    Hey thanks! I've started making some adjustments based on feedback I've received here and elsewhere. I'm not surprised I didn't get the sniper sightlines right. I basically never play the class, so I have a hard time judging the difference between throwing snipers a bone and giving them an overpowered position. The fog was me being self-conscious about the ugly mountains in the background.

    Changes so far:
    Toned down the fog.
    Middle divider rock is bigger and no longer looks like a turd.
    More scattered cover around point (tall rock and some props added, tree + health pallet repositioned).
    Nerfed sniper sightlines to point with obstructions (somewhat).
    Rocket conveyor edges no longer need to be jumped over.
    More playerclips (smoothed stairs, background geometry, awkward corners).
    Some additional detailing (trim, proper stairs, etc).