KotH xi

Discussion in 'Map Factory' started by bob+M|M+, Jul 19, 2013.

  1. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    A little koth map for fun and art.

    current version: koth_xi_a2
     
    Last edited: Aug 2, 2013
  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    Map was sufficiently fun but not nearly arty enough. I'd like to file a lawsuit for false advertising.


    But seriously, it looks good and you're maps are always beautiful.
     
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  3. All-Star

    All-Star L1: Registered

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    can you add more screenshots pls!for me
     
  4. All-Star

    All-Star L1: Registered

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    [​IMG]
    Could you make that longer so people can get up there and how long did this take you?
     
    Last edited: Jul 19, 2013
  5. BlazrM4N

    BlazrM4N L1: Registered

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    XI = 11 I see what you did there.
     
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  6. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    Technically this map took about two weeks to make. But behind this is a tall pile of other scrap koth maps .. Finally I made one I didn't mind trying out

    All-Star: Added more screen shots. For the ramp, that's a good idea to make that walkable, I'll try it in a2.

    Aly: haha thanks. I've got something in store for the art side.
     
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  7. TheClaudioAmericano

    TheClaudioAmericano L1: Registered

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    Played this on the server today, and all I can really say is what a fun koth map.
    Out of the 5 maps I played today on the server, your koth map was by far the one I had more fun on.
     
  8. Egan

    aa Egan

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  9. r3uben

    r3uben L1: Registered

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    Just played in the Highlander lobby. Over all, it was great, but here are some suggestions:

    -Please for the love of god add some color. I know its only alpha but I had no idea where to go occasionally and that would really help. Also signs.

    -Even though it wasn't a super big problem in my match, that's one awfully big sightline across mid. I don't really know you to fix it, but maybe you will think of something.

    -Some sort of water element around the place in between mid and spawn would be cool, if you plan on keeping the health packs where they are. pyros felt sort of OP, and it would also add some variation between areas.

    -Lastly, a lot of the stairs/ramps felt really steep. if you could make them less angled, that would be awesome.

    Overall really awesome map, and I look forward to seeing it progress!

    edit: also, how did you get your map put up in tf2lobby? im about to release a koth map designed partially for 6's and I want to test there.
     
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  10. All-Star

    All-Star L1: Registered

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    The map aint that big so you don't need tons of signs and when its alpha you dont add color
     
  11. theharribokid

    aa theharribokid

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    What are you talking about? Plenty of alpha maps have colour in them, even if just coloured dev textures
     
  12. All-Star

    All-Star L1: Registered

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    No i mean like your not gonna texture a whole place
     
  13. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    updated to koth_xi_a2:

    -added color
    -changed spawn area and surf ramp area
    -added additional playerclips
    -made edge of map where you could fall off more obvious
    -changed trigger hurt to force = false
     
  14. bob+M|M+

    bob+M|M+ L6: Sharp Member

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    Thanks all for the gameplay testing and feedback so far. I'm generally getting good feedback from soldiers, demos, medics, and scouts. Next I want to improve this map revolving around the sniper class, both in reducing sightlines, but also making the map more interesting and fun for sniper. If you have any suggestions or feedback for sniper let me know.

    For starters...
    the upper perch needs some work
    [​IMG]

    It may seem like a good spot because it has view over everything with such long sightline, but at the same time, it has no cover and is susceptible to soldier jumps without a way to evade, snipers from a few different angles can counter you, and there is no specific choke/place to focus on, which I dislike. Also shooting long distances at a downward angle isn't very fun :p
     
  15. DonutVikingChap

    DonutVikingChap L5: Dapper Member

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    Someone suggested in an imp that you should put a railway (think viaduct) above the point with or without a train on it that would block the snipers' sightline significantly, I think that might work out pretty well.
     
  16. Prestige

    aa Prestige im not gay anymore

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    i thought the paths and the point were a lot of fun. i thought that huge dropdown ledge thing was the lamest part of the map and i never had fun there. its just like a block in the middle of everything. i also agree with phi that there wasn't enough focus on the point and there was a lot of battling in those outer building things. nucleus and sawmill are kinda the same way so it isnt exactly a problem, i just find it less fun than viaduct and lakeside.
     
  17. TheClaudioAmericano

    TheClaudioAmericano L1: Registered

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    What ever happened to the progress of this map?
    I had a lot of fun playing it when it was being developed a year or so ago.
     
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