KotH Yellowcake

Discussion in 'Map Factory' started by Narpas, Jun 12, 2015.

  1. Narpas

    Narpas L4: Comfortable Member

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    A capture the flag map with two bases on the edge of a cliffside. I tried to design it like the gameplay of 2fort or doublecross, with multiple entrances to both the bases and the flag rooms.

    a1:
    My first map. A small KotH map about 2/3 the size of Nucleus, taking place on a cliffside and a mine in the cliffside. As this is my first map, constructive criticism is welcome.
     
    Last edited: Jun 29, 2015
  2. Muddy

    Server Staff Muddy Muddy

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    Mmmm, cake.

    I'm noticing by the overhead view that your map is mostly a series of corridors leading from the spawn rooms to the control point, with everything else surrounded by a massive and completely open death pit. In other words, there's only one main route and one flank. Maps need more than that.

    Also noticed this when having a runaround:

    [​IMG]
    This might just be the most campable spawn ever. There's only one exit, it's right beside an unguarded death pit, and there's an easily-accessible ledge overlooking it that has both a health kit and an ammo pack on it. If an Engineer plonks a sentry down up here, the enemy team will have no chance against it.
     
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  3. Tumbolisu

    aa Tumbolisu  I ⌄ I 

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    A good rule-of-thumb for any room is the "2.5 Exit Rule".
    Every room should have 2 main exists and a flank-exit. Spawns should only ever have 1 exit if it's arena.
     
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  4. Berry

    aa Berry Sharing is caring, and I don't care

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    Don't forget about things like forward spawns either, or the spawns of 5CP maps.
     
  5. Narpas

    Narpas L4: Comfortable Member

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    Thanks for the criticism! I decided to expand the map and make it a ctf stage, sort of in the style of 2fort or doublecross. Again, more criticism is requested.
     
  6. Narpas

    Narpas L4: Comfortable Member

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    a3 is out now. Mostly fixes and adding some props.