What do you think of my layout ?

Discussion in 'Mapping Questions & Discussion' started by The Siphon, Jul 23, 2015.

  1. The Siphon

    The Siphon L6: Sharp Member

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    So, I made a layout for my first map (koth_aqua_park) you can find it in the maps section.
    I did few sketches on paper and then I decided to have this one.

    [​IMG]

    white area is the area where player can go
    crossed area is no access area (except you can access control point on second floor)
    lines in a row means stairs
    arrows means exit from spawn

    the layout will change over time (more detail, less box shaped and the size will change)

    I have to say, I am not good at making gameplay layouts as this is my first map.
    so I would love your opinion.
     
    Last edited: Jul 24, 2015
  2. RubbishyUser

    RubbishyUser L7: Fancy Member

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    Is the control point room just a square? If it is, I'd have to warn you off the way your designing the map altogether: the most important bit of your map, especially a koth map, is the point and the area around it. Design that first, then work out how to get there from spawn after that. If you look at most official koth maps, the roots from spawn are basically straight shots to where the designer wanted players to come out of at the point.
     
  3. The Siphon

    The Siphon L6: Sharp Member

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    Well it is the first version of the control room and it won't stay in that way. shape will change also size and height variation will be there in Alpha
     
  4. Muddy

    Server Staff Muddy Muddy

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    Looks like the only entrances to the control point zone are narrow corridors. This is bad cos such narrow entrances (chokepoints) are generally really easy to defend. Too easy, that is.

    Look at the control point zones and the entrances leading up to them in Viaduct and Lakeside. See how they're actually fairly open? This makes defending harder and attacking easier (despite the height advantage defenders have in Lakeside) and also makes the area fun to fight in.
     
  5. The Siphon

    The Siphon L6: Sharp Member

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    I'll try to figure out a way to do that, since lakeside and viaduct are outside maps so it is bit different
     
  6. NoirSuede

    NoirSuede L2: Junior Member

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    Are you planning to make the entire map indoors ? If so then don't do it since a 100% indoor map screws over soldiers/demos and makes engies more powerful.
     
  7. The Siphon

    The Siphon L6: Sharp Member

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    I planned at some parts are outdoors or they are big open areas
     
  8. NoirSuede

    NoirSuede L2: Junior Member

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    Make the area around the CP outdoors since there's where most of the fighting is, and make the area around spawn outdoors to reduce spawn-camping.
     
  9. The Siphon

    The Siphon L6: Sharp Member

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    *bump*
     
  10. tyler

    aa tyler snail prince, master of a ruined tower

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  11. The Siphon

    The Siphon L6: Sharp Member

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    god damn it, every time ! this is 3rd time it is broken
     
  12. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    http://imgur.com/
     
    • Thanks Thanks x 1
  13. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    You probably shouldn't break up the teams with two spawns in a koth map. Just a forewarning I guess.
     
  14. The Siphon

    The Siphon L6: Sharp Member

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    oh, I thought it might be harder to spawn camp that way, but I'll remember to change it
     
  15. Vincent

    aa Vincent 🔨 Grandmaster Lizard Wizard Jedi 🔨

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    Giving the team 2-3 exits and height advantage leaving spawn is usually good enough.
     
  16. Zed

    aa Zed Certified Most Crunk™

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    Images don't work inside spoilers.
     
  17. The Siphon

    The Siphon L6: Sharp Member

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    works well for me, but I'll remove the spoiler anyway