Discussion in 'Map Factory' started by Zeigh, Feb 12, 2014.
Need layout feedback. This is a koth map. Name is temporary. Thanks in advance.
(I hate to say this but) I feel the map could use a general downscale. Most of the fighting areas feel too open. Also, the area left (from BLUs perspective) might be left unused. Make the area advantageous (/give it a purpose) by having windows/doors or maybe even a dropdown close to the point. When walking right (from BLUs persp.) there is a long sightline, which snipers will abuse.
Otherwise, the mid looks very creative and fun (I especially like the design of the cover at mid ). Good that there is plenty of routes to choose from to get to mid. Spawncamping won't (or shouldn't) be a problem, as the spawn has the high ground (also good!).
If by area left from BLU perspective you mean the gray area north of the point, then there actually is a dropdown point you can get to from the ramps in that area. Also there's an underwater passage that leads to the pool around the point, it branches off to the two sides. And yeah, I was kinda worried I might have overscaled things a bit. Not entirely sure which area do you mean by it having a long sightline (area south of point?)
Thank you for your feedback.
Oh I see. That can be fixed with a few more pillars I guess.
What about the pickups? Do you think there's enough/too much?
You could add a small or medium combo close to where the dropdown is, so that you can get a fast refill after fighting at the point
I think I found a good spot for them.
What I'm not sure is how should I deal with nobuild zones. I figured short passages/ramps should be blocked, and the control point as a whole also. What else?
EDIT: Map updated. Would have bumped but thread was on top anyway.
While we're on the topic of sightlines:
I don't think most of those are long enough to be worried about, and you drew some of them over stuff that would block sightlines, and to places that are inaccessible. And you used an old screenshot to begin with.
It's not so much the quality of the sightlines as it is the quantity. A sniper could stand anywhere and shoot someone on the other side of the playingfield.
what about all the other lines
it was in OP, sorry for assuming, there was no indications otherwise
And be shot from anywhere. By your definition, every open space is a billion sightlines.
The sightlines that could be too long are the green ones I marked, that can be fixed I guess, I marked the inaccessible areas with blue. And there's wall at the south half of the point as well. Also, I don't want to remove every average-length sightline, if I did, there would be not much point playing sniper. I left the old screenshot in for comparison with the new one.
In my defense, you can stand at one point and shoot almost anyone in the playing area. In many other maps, one are only provides certain sightlines.
Almost anyone? So all that cover isn't enough?
EDIT: After talking with someone, he said similar stuff as you, except that it's the point that needs more cover, not the room itself, and there aren't enough routes, so I'll come up with something for that.
Update bump. Pictures updated too.
Don't know how to remove obsolete pictures so I put in a sloth astronaut instead.
Yeah. Giving the point more cover will solve a fair amount of the issues.
Changed point, how is it now?
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