KotH Torx

Discussion in 'Map Factory' started by NinjillaX, Apr 8, 2011.

  1. NinjillaX

    NinjillaX L3: Member

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    I dug up this old design awhile ago and got inspired to map again! Most of my previous releases were over-scaled, so I worked pretty hard to make this one feel natural and more compact. I havent chosen a theme, so there is no official name yet either, I just looked at my desk and saw my screwdriver.

    Visual things like lighting oddities and stairs will be fixed when nearing beta.

    Thanks to Boojum for his gametype library!
     
    Last edited: May 25, 2011
  2. Fredrik

    Fredrik L6: Sharp Member

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    Looks like it's not overscaled from the screenies. It does somehow remind me of Viaduct a little.
     
  3. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Yea, it does look a bit overscaled, espcially at the doorways on the mid point...

    Also, don't use the 90% reflectivity, tooo bright for alpha's.... and if your going to make it a snowy map, your going to need to turn the reflectivity down a bit on the texture.
     
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  4. NinjillaX

    NinjillaX L3: Member

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    They are 60 percent reflectivity, but I think my lighting is making it much brighter, thanks for pointing it out. The spawn area is rather Viaducty, which I plan on changing in later releases once I get some feedback on how the point itself plays.
     
  5. NinjillaX

    NinjillaX L3: Member

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    Gameday Bump! :O
     
  6. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    So I played this, there are a few things that I think should be pointed out...

    You need to clip the stairs and make them a little shorter (the steps) the usual stair is 8 high, 12 deep.
    A couple of other things, like you have ramp to the side that runs into a wall, you should adjust it so that the ramp ENDS with some flat space to run up.

    And the doorways feel like they need to be a tad wider...

    I made a note about lighting under some of the ramps too. Look into that, Spys would have a field day down there.
     
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  7. NinjillaX

    NinjillaX L3: Member

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    Just fixed the lighting under the ramp, my friend said it reminded him of Amnesia and frightened him lol. Also worked on clipping, some of it didnt save correctly but that could be the odd shape I put some of my clipping brushes at. I'll work on those stairs and ramps too, any layout concerns?
     
  8. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Some of the platforms you have are odd to jump on. If i remember correct, when running from the point to a base, right past the rock on the right, that platform comes close to a fence, that area felt too tight to run through, and was a little tough to navigate. also jumping from the ground to that platform was rough.

    The area between spawn and the first building felt a little viaducty, which isn't bad, its a good use of open space.

    I can't think of anything else that might be an issue, but we only had 6 people playing, so it might be a lot different with a lot of people...

    (a prediction for that is that it might be a bit spammy on the point with rockets and sticky's)
     
  9. NinjillaX

    NinjillaX L3: Member

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    Alpha 2 bump! Lots of little fixes to appease the masses.
     
  10. NinjillaX

    NinjillaX L3: Member

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    For Alpha 3, I thought about putting the cap time around 9 seconds. Ive never messed with cap times before, let alone for KOTH, I'm guessing thats a pretty good number? Dont wanna test it and have it be way too short.
     
  11. Wilson

    aa Wilson Burial by Sleep

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    You should add walls around those balconies next to the point and then have window or doorway so you can get on logs, right now the point is deathpit as all demo and rocket spam coming from the balcony while log covers who ever is doing it.

    That is pretty much only thing i can suggest for now based on gameday.
     
  12. NinjillaX

    NinjillaX L3: Member

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    Alpha 3 bump!

    ------------------------------------------------

    Alpha 3 Changelog –
    • Added a small health to promote attacking
    • Switched flank health to small, main path health to medium
    • Replaced logs with a bridge, to prevent Soldiers and Demo’s from having a shield
    • Reduced cover on balconies by the point
    • Moved doors to eliminate the sightline to spawn
    • Redesigned spawns to prevent camping
    • Reduced cap time to 9 seconds
    • Added areaportals
     
  13. waxpax

    waxpax L5: Dapper Member

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    We pugged a2 tonight, didn't see that you updated the map earlier tonight :/

    Stv and mumble recording should be here: http://www.mediafire.com/?n1kikpet8pqxdt6

    I thought it was pretty fast paced and fun, will be interested to see what you do with the map.
     
  14. NinjillaX

    NinjillaX L3: Member

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    Thanks for the demos! I never knew people did random pugs on my map, a first time for me so thats rather awesome :O I'd definitely like to hear if the spawn and health placement revisions of A3 help the map, if yall do test again :)
     
    Last edited: Apr 24, 2011
  15. waxpax

    waxpax L5: Dapper Member

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    We probably will test it again sometime because it flowed and played better than a lot of the koth maps we test out, especially for it being the first time any of us played the map.

    Also, I forgot to post these images earlier. This is the spot Stalin mentioned in the mumble recording about how you can't jump over that fence but you can spam over it and probably do quite a bit of damage to anyone that rolls out left on the other team; which will probably happen because that's where the health is:
    [​IMG]

    [​IMG]

    [​IMG]
     
  16. NinjillaX

    NinjillaX L3: Member

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    Oh, wow I didnt even think about people shooting over that, will fix :thumbup:
     
  17. NinjillaX

    NinjillaX L3: Member

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    Small list, big changes. Alpha 4 up! Im putting a real sky in for A5, because I am foolish enough to not realize I had a default sky in for 4 alphas... Anyway!

    ---------------------------------------------------------

    Alpha 4 changes –
    - Added in small ammos near the point; may move this inbetween the bridge gap
    - Expanded the areas between the first buffers and the point, to prevent pushbacks to spawn. Added more cover accordingly.
    - Modifed the fence area and added a building, to prevent demos from lobbing grenades over it.
    - Added a slight bit of cover back to the balconies, to shorten a major sightline

    --------------------------------------------------------

    Also, would like feedback on the ammo and health, I put two smalls on each side near the point and wanna make sure it isnt too much.
     
    Last edited: May 1, 2011
  18. waxpax

    waxpax L5: Dapper Member

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    Looked at a4 tonight, I think there are a lot of areas you need to block off.

    You can get up on the houses that separate the spawn area and the point, have a soldier or demo up to spawn camp would probably be pretty annoying.

    http://imgur.com/ZJBJd
    http://imgur.com/O4DUY
    http://imgur.com/UYl8C


    I don't know if you could do in the earlier versions, but, you can jump behind all the fences now, or stand on them. In one spot, it lets you spot the other side of the map, too.

    http://imgur.com/BkS4p
    http://imgur.com/zQwc0
    http://imgur.com/yTGud

    You can get on top of the house with the lunchbox in it, seems like it would be too good of a position to deny entry to the point.

    http://imgur.com/mBjs9

    That house/tower you added to stop a demo from spamming the left, it doesn't work since you can just spam to the sides of the upper portion. Also, you can jump up there and get really good height advantage on the point. You probably need some invisible walls to stop spam getting thru and people from getting up there.

    http://imgur.com/iOBL8
     
  19. Wilson

    aa Wilson Burial by Sleep

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    You could just use bulletblock instead of buildings to prevent people shooting grenades across map.
     
  20. tyler

    aa tyler snail prince, master of a ruined tower

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