KotH Warhead

Discussion in 'Map Factory' started by Blizzmaster, Jan 18, 2012.

  1. Blizzmaster

    Blizzmaster L1: Registered

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    Hello everyone!

    This is a map I have been working on for a little while now: koth_warhead. This is also my very first venture into mapping for TF2.

    Warhead features a distinct map layout as instead of bases being on opposite ends of the map, they are instead placed side by side as players rush to the middle to control the hill and the stored rocket inside the facility.

    Each base features three separate pathways to reach the control zone: a shorter, more dangerous route by heading downstairs, a balanced risk/length route on the main level, and a longer, but far safer route upstairs for snipers and quicker classes.

    UPDATE: It's been over a year since my last update, but the alpha 3 version is now available. I kind of had to take a step back and re-evaluate my design for the map, and I also wasn't able to work on it for a long time. Hopefully this version looks, feels, and plays better than my previous one.
     
    Last edited: Mar 7, 2013
  2. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Aesthetically it's very nice, but from the screenshots I can tell you that it's enormous. For example, in the third screenshot: players are shorter than the blue containers, and look how tiny those are compared to the room. And the stairs are what, 32 units deep? Players are 48 wide, so that's very overscaled. Oh, and the ground texture is way too big - keep it at 0.25x0.25.

    Overall looks nice, but way too big and I'm not sure how having spawns close together will play out.
     
  3. AngryAngus

    AngryAngus L3: Member

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    As Seba said, it looks a fair bit overscale in some spots, and also the map screams snipers to me personally. I like your theme however and also I can see alot of influence from turbine but thats not a bad thing.
     
  4. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Can i see a snowy pine tree in a desert out there?
     
  5. Blizzmaster

    Blizzmaster L1: Registered

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    Yeah, this basically confirms my fear that the map was a little bit too large. I had a feeling that it was, but wasn't really quite sure. Good to know others agree with that, I'll definitely scale it down for my next update.

    I'm quite glad to hear that (so far) it seems to be aesthetically pleasing, makes all the work I did on the detail areas worth it. What I was going for outside was supposed to be a kind of "rocky mountains" theme, with this facility located deep in a forest near the mountains. Hence the rocks/snowy pine trees, but maybe that's not quite coming across as clearly as I thought?

    In any case, thanks for the replies so far. Lots to think about, and I look forward to more comments and suggestions.
     
  6. tyler

    aa tyler snail prince, master of a ruined tower

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    My advice would be to rebuild a similar map from scratch to get a sense of scale--in your case, probably Turbine. It'll be quick and easy. Reference Turbine, make the brush yourself in a new file. You'll get used to what sizes work for what kind of areas.
     
  7. Schrikvis

    Schrikvis L1: Registered

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    MOTHER OF GOD

    IT'S HUGE!

    But.. playable.
    The point-architecture is a fun idea for every class with a special jump. (det, rocket, sticky, double)
    The bots were really pro-sniper/engie.
    And the walk from the spawn to the point is way too long.
    Furthermore, there's a little too few health&ammo packs around.
    And of course the crate-model seems misplaced.
    But that's it.
    :D The main idea is actually pretty good.
     
  8. Blizzmaster

    Blizzmaster L1: Registered

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    Interesting... I thought that I maybe had too many health/ammo packs available, but the apparent sparcity of them could be because the map is overscale. That's seeming like the main problem I have, and one I look forward to fixing.
     
  9. Blizzmaster

    Blizzmaster L1: Registered

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    I've released the second alpha for my map. I took a lot of the nice feedback I got from my initial submission and tried to incorporate as much as I could. Overall, I feel the map is at a much better scale than it was before, although perhaps not perfect quite yet.

    I've also played a few bot matches on it to see what that felt like. While I'm not sure it's a very accurate measure of if a map is balanced or not, it seemed as though the hill was definitely takable from a team that had control.

    In any case, feel free to have a look, and let me know what you think.
     
  10. Blizzmaster

    Blizzmaster L1: Registered

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    Alpha 3 is available for download. It's been a long time since I've updated this (I got distracted from this project, and also didn't have any time to work on it), but I'd love to hear what everyone thinks. There are some major changes to the map without really disturbing the general layout.