Waterworks

KotH Waterworks A3

Melo

L1: Registered
Oct 5, 2016
20
8
Waterworks - Mirrored KOTH map that is inspired by koth_probed and cp_gullywash

Just a map that I started creating, not that great, but maybe give it a try?

Also, I'm still working on it so it isn't even in A1 yet. Ill update when it is.
 

Freyja

aa
Jul 31, 2009
3,009
5,838
I had a run around your map and I like what you've got so far. A good start.

However at a cursory glance I can forsee a problem with a player standing next to the point being able to see all three entrances into the main area. A good sniper can probably make this a pain but it will also lead to rocket and grenade spam.

Additionally, I think you should add more incentive for players to utilize the lower route - currently attacking the point through it requires giving up height advantage you have from the connector building and voluntarily going down into a pit of likely death with no pickups or angles of attack on the point. Maybe adding more cover to this route would aid this, but I would recommend testing thoroughly rather than taking my word for it.
 

Melo

L1: Registered
Oct 5, 2016
20
8
Freyja, thanks for the feedback, in my sleepy haze last night I probably made a bunch of balance mistakes, which I'll definitely sort out by the end of the week. I agree that the lower route is not very viable because of limited cover, so I'll mainly be working on shutting off sight lines.
 

Melo

L1: Registered
Oct 5, 2016
20
8
Changes:
-Blocked many sight lines
-Added side building near point
-Fixed a huge sight line that allowed players to snipe from the small, overhanging building all the way to spawn
-Added props

I obliterated many of the huge sight lines, I might have gone over the top with this. I think that sniper will not be too overpowered. If I did go over the top please let me know.

I also added the small building near the point to add some more cover and make the bottom route more viable.

I might make some bigger layout changes in the next update, but I want to see how this works for now. I think that the point feels a little crowded with props, but I'm not sure if that is too much of a problem.

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Melo

L1: Registered
Oct 5, 2016
20
8
Changes:
-got rid of some of the sight line barriers
-lowered mid as a whole
-changed some small parts of routes

I think that lower the mid will make pushing from the lower courtyard easier and so far (by so far I mean through bot testing so not really accurate) it has allowed mid to be capped more easily, if a good push is organized.

Hopefully this also doesn't create huge sniper sight lines, but we'll see.
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