I got bored, so I made a map. I'm trying to broaden my style a bit, so I've primarily been playtesting with pubbers, but hey, its koth so if it plays well in competitive formats sweeeet bonus.
Airfield is a pretty standard take on Koth, viaduct and all that jazz. Its got a slightly different layout as far as connections to the main combat area, but it should feel fairly familiar.
Give it try, feedback plz and thx u.
Screens:
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_1.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_2.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_3.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_4.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_5.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_6.jpg
Download:
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7.bsp
The combination of this soldier position and this sniper sight-line is pretty powerful (super easy to cover the two right entrances and the sniper has free reign over the only other entrance from spawn).
http://i.imgur.com/z6UEwyV.jpg
http://i.imgur.com/s1ABtvo.jpg
My first instinct was to rocket jump up here, it would be nice if it was clearer that you couldn't.
http://i.imgur.com/hNUNrPB.jpg
I've never been a big fan of jumping puzzles in TF2 maps. Unless the point of it is to slow down players trying to move through this area it's unnecessary.
http://i.imgur.com/grKrWzW.jpg
This light really grabs my attention as I go by and it lights up an area players can't even go to.
http://i.imgur.com/YFVZCtH.jpg
The combination of this soldier position and this sniper sight-line is pretty powerful (super easy to cover the two right entrances and the sniper has free reign over the only other entrance from spawn).
[img]http://i.imgur.com/z6UEwyV.jpg[/img]
[img]http://i.imgur.com/s1ABtvo.jpg[/img]
My first instinct was to rocket jump up here, it would be nice if it was clearer that you couldn't.
[img]http://i.imgur.com/hNUNrPB.jpg[/img]
I've never been a big fan of jumping puzzles in TF2 maps. Unless the point of it is to slow down players trying to move through this area it's unnecessary.
[img]http://i.imgur.com/grKrWzW.jpg[/img]
This light really grabs my attention as I go by and it lights up an area players can't even go to.
[img]http://i.imgur.com/YFVZCtH.jpg[/img]
slight clipping issue
[img]http://i.imgur.com/mNZKlqA.jpg[/img]
[img]http://i.imgur.com/a9F7ZSR.jpg[/img]
exists at both spawns
After taking a quick look through it, I noticed a fairly major design flaw that may be a problem for competitive (or not, I've never played the map).
http://i.imgur.com/DEFlQRJ.jpg
As you can see here, almost all of the warehouse circled in red is dead space. At the beginning of a round, that area seems like an ideal place to go through during a rollout. as it exits right in front of the point. However, the only ways to get through to it from spawn is in that tiny little window jump maze that Bereth pointed out. The other (three, I missed one by the D in dead) entrances are either exiting onto the point, or are from the other team's flank (with the one by the D, it is in a spot where going through the warehouse is a ton longer than just walking near the bottom green arrow).
Because these are "blocked off", you're forced to go to mid via the green arrows, meaning that you either walk up right next to other team will be, over the top of the point which is impossible/helpful for anyone except maybe a bombing or aggressive soldier. I would try and fix this by either opening up
http://i.imgur.com/mIn7l7z.jpg
this shutter door into another little route to the blue entrance to mid, or else putting a staircase through here
http://i.imgur.com/ZFWCZCQ.jpg
Other than that, it looks like a really fun map to play. I'm looking forward to what the 6s test-puggers have to say about it.
After taking a quick look through it, I noticed a fairly major design flaw that may be a problem for competitive (or not, I've never played the map). [img]http://i.imgur.com/DEFlQRJ.jpg[/img]
As you can see here, almost all of the warehouse circled in red is dead space. At the beginning of a round, that area seems like an ideal place to go through during a rollout. as it exits right in front of the point. However, the only ways to get through to it from spawn is in that tiny little window jump maze that Bereth pointed out. The other (three, I missed one by the D in dead) entrances are either exiting onto the point, or are from the other team's flank (with the one by the D, it is in a spot where going through the warehouse is a ton longer than just walking near the bottom green arrow).
Because these are "blocked off", you're forced to go to mid via the green arrows, meaning that you either walk up right next to other team will be, over the top of the point which is impossible/helpful for anyone except maybe a bombing or aggressive soldier. I would try and fix this by either opening up [IMG]http://i.imgur.com/mIn7l7z.jpg[/IMG] this shutter door into another little route to the blue entrance to mid, or else putting a staircase through here [img]http://i.imgur.com/ZFWCZCQ.jpg[/img]
Other than that, it looks like a really fun map to play. I'm looking forward to what the 6s test-puggers have to say about it.
[quote=Ruwin]I LOVE SCORPIO[/quote]
:O
BerethFeedback!
1) That first sightline is definitely something to consider, I'm not sure how to adjust for it yet though. I could move the rock pillar back around I guess, but right now its blocking a sniper sightline from the area around the point to the upper and lower doors, so if I move it back towards the fence/gully area that sightline becomes exposed.
2) The handrail was supposed to indicate that that was blocked off, but I guess it may not have done enough. Throwing some more props up there, etc.
3) The jumping puzzle area is mostly so its hard for someone to flank a combo in that left most warehouse area, while at the same time giving the combo a quick exit if they need to switch push routes in hurry. Obviously, a simple ramp up to the vent would be easy to do, but I wanted to avoid it until I know how much that left push suffers from flank attacks.
4) Light was mostly to make the props not have ugly shadows. I'll probably end up putting a more secure blockage there so you know you can't get in.
[quote=Bereth]Feedback![/quote]
1) That first sightline is definitely something to consider, I'm not sure how to adjust for it yet though. I could move the rock pillar back around I guess, but right now its blocking a sniper sightline from the area around the point to the upper and lower doors, so if I move it back towards the fence/gully area that sightline becomes exposed.
2) The handrail was supposed to indicate that that was blocked off, but I guess it may not have done enough. Throwing some more props up there, etc.
3) The jumping puzzle area is mostly so its hard for someone to flank a combo in that left most warehouse area, while at the same time giving the combo a quick exit if they need to switch push routes in hurry. Obviously, a simple ramp up to the vent would be easy to do, but I wanted to avoid it until I know how much that left push suffers from flank attacks.
4) Light was mostly to make the props not have ugly shadows. I'll probably end up putting a more secure blockage there so you know you can't get in.
cffussslight clipping issue
http://i.imgur.com/mNZKlqA.jpg
http://i.imgur.com/a9F7ZSR.jpg
exists at both spawns
The purple basically indicates that that is clipped correctly. Unfortunately, 45 degree angles have a weird bug where you can strafe and hold your position in space I think. I'll take a look, but I'll probably have to do some wizardry to get that spot fixed.
Edit: never mind, completely obvious spot you can stand on. Clipped for next version.
[quote=cffuss]slight clipping issue
http://i.imgur.com/mNZKlqA.jpg
http://i.imgur.com/a9F7ZSR.jpg
exists at both spawns[/quote]
The purple basically indicates that that is clipped correctly. Unfortunately, 45 degree angles have a weird bug where you can strafe and hold your position in space I think. I'll take a look, but I'll probably have to do some wizardry to get that spot fixed.
Edit: never mind, completely obvious spot you can stand on. Clipped for next version.
diplodicusAfter taking a quick look through it, I noticed a fairly major design flaw that may be a problem for competitive (or not, I've never played the map). http://i.imgur.com/DEFlQRJ.jpg
As you can see here, almost all of the warehouse circled in red is dead space. At the beginning of a round, that area seems like an ideal place to go through during a rollout. as it exits right in front of the point. However, the only ways to get through to it from spawn is in that tiny little window jump maze that Bereth pointed out. The other (three, I missed one by the D in dead) entrances are either exiting onto the point, or are from the other team's flank (with the one by the D, it is in a spot where going through the warehouse is a ton longer than just walking near the bottom green arrow).
Because these are "blocked off", you're forced to go to mid via the green arrows, meaning that you either walk up right next to other team will be, over the top of the point which is impossible/helpful for anyone except maybe a bombing or aggressive soldier. I would try and fix this by either opening up http://i.imgur.com/mIn7l7z.jpg this shutter door into another little route to the blue entrance to mid, or else putting a staircase through here http://i.imgur.com/ZFWCZCQ.jpg
Other than that, it looks like a really fun map to play. I'm looking forward to what the 6s test-puggers have to say about it.
I'm not sure that area is as dead as you seem to think. It has a medium health pack in a pretty concealed area, so I can imagine players rotating back to acquire the health fairly frequently. It may not have a large role to play in an initial roll-out, but I think that's okay as it works more as a flank or fallback position anyway, allowing scouts and roamers to go lower and get behind combos defending the middle.
As far as adding extra paths to inside the warehouse, I'm not sure I like that much. The issue with the shutter is that you add this third pathway on the right side that is much closer and more concealed than any thing on the far left, thus leading to it being the primary path to middle the vast majority of the time (this is especially true given how concealed the warehouse near point can be, the major tradeoff being that its usually slower than just walking up past the rock to the point).
The stairs to hallway solution seems okay, except for the fact that it makes that roll-out room into a pretty significant deathtrap if the enemy team controls middle. If you walk into that room, a roamer could be sitting right up the top of the stairs ready to rain death down on anyone who walks in, while at the same time watching the vent for people to walk towards middle. Or, you could get simultaneously flanked from both vent and stairs as you try to push through.
Obviously, both options are doable, and could be a better solution after testing, but for right now I don't think I want to worry too much about the warehouse. I think it serves a valuable purpose as a flank and fall back position, without needing to necessarily function as a full time roll-out option.
[quote=diplodicus]After taking a quick look through it, I noticed a fairly major design flaw that may be a problem for competitive (or not, I've never played the map). http://i.imgur.com/DEFlQRJ.jpg
As you can see here, almost all of the warehouse circled in red is dead space. At the beginning of a round, that area seems like an ideal place to go through during a rollout. as it exits right in front of the point. However, the only ways to get through to it from spawn is in that tiny little window jump maze that Bereth pointed out. The other (three, I missed one by the D in dead) entrances are either exiting onto the point, or are from the other team's flank (with the one by the D, it is in a spot where going through the warehouse is a ton longer than just walking near the bottom green arrow).
Because these are "blocked off", you're forced to go to mid via the green arrows, meaning that you either walk up right next to other team will be, over the top of the point which is impossible/helpful for anyone except maybe a bombing or aggressive soldier. I would try and fix this by either opening up http://i.imgur.com/mIn7l7z.jpg this shutter door into another little route to the blue entrance to mid, or else putting a staircase through here http://i.imgur.com/ZFWCZCQ.jpg
Other than that, it looks like a really fun map to play. I'm looking forward to what the 6s test-puggers have to say about it.[/quote]
I'm not sure that area is as dead as you seem to think. It has a medium health pack in a pretty concealed area, so I can imagine players rotating back to acquire the health fairly frequently. It may not have a large role to play in an initial roll-out, but I think that's okay as it works more as a flank or fallback position anyway, allowing scouts and roamers to go lower and get behind combos defending the middle.
As far as adding extra paths to inside the warehouse, I'm not sure I like that much. The issue with the shutter is that you add this third pathway on the right side that is much closer and more concealed than any thing on the far left, thus leading to it being the primary path to middle the vast majority of the time (this is especially true given how concealed the warehouse near point can be, the major tradeoff being that its usually slower than just walking up past the rock to the point).
The stairs to hallway solution seems okay, except for the fact that it makes that roll-out room into a pretty significant deathtrap if the enemy team controls middle. If you walk into that room, a roamer could be sitting right up the top of the stairs ready to rain death down on anyone who walks in, while at the same time watching the vent for people to walk towards middle. Or, you could get simultaneously flanked from both vent and stairs as you try to push through.
Obviously, both options are doable, and could be a better solution after testing, but for right now I don't think I want to worry too much about the warehouse. I think it serves a valuable purpose as a flank and fall back position, without needing to necessarily function as a full time roll-out option.
i really like how you made the quickest way out of spawn at a height disadvantage, but the other staircase down out of the building (6th pic) puts you in a pretty shitty place and i dont see myself taking it basically ever but who knows.
interesting how theres basically 2 routes when you go into the building(s) out of spawn, could probably do some cool forward holds with that vent window thing and whatnot.
i really like how you made the quickest way out of spawn at a height disadvantage, but the other staircase down out of the building (6th pic) puts you in a pretty shitty place and i dont see myself taking it basically ever but who knows.
interesting how theres basically 2 routes when you go into the building(s) out of spawn, could probably do some cool forward holds with that vent window thing and whatnot.
Because of the massive number of rocks, I had to check for texture glitches.
And seriously, kudos to you; there are almost none.
This trap is completely invisible and has a huge splash radius.
http://cloud-2.steampowered.com/ugc/919023951468994199/FB1D65167E9BAF13DF849E0FFCCB47BC69895399/
Here's a spot on the same rock. One of the stickies is inside the rocks, and will splash on both sides. The rest were fired through the gap. Rockets can also be fired through. This definitely needs a fix.
http://cloud-2.steampowered.com/ugc/919023951468985174/1DABEF4BBD049964872F7B974B266745A8485BBD/
Lastly, here's the worst of the three glitches. You probably still want to fix it though.
http://cloud-3.steampowered.com/ugc/919023951468965046/AEE7ACC36EEAFA6F9B12E073B5BCF97C1EB3648B/
Because of the massive number of rocks, I had to check for texture glitches.
And seriously, kudos to you; there are almost none.
This trap is completely invisible and has a huge splash radius.
http://cloud-2.steampowered.com/ugc/919023951468994199/FB1D65167E9BAF13DF849E0FFCCB47BC69895399/
Here's a spot on the same rock. One of the stickies is inside the rocks, and will splash on both sides. The rest were fired through the gap. Rockets can also be fired through. This definitely needs a fix.
http://cloud-2.steampowered.com/ugc/919023951468985174/1DABEF4BBD049964872F7B974B266745A8485BBD/
Lastly, here's the worst of the three glitches. You probably still want to fix it though.
http://cloud-3.steampowered.com/ugc/919023951468965046/AEE7ACC36EEAFA6F9B12E073B5BCF97C1EB3648B/
prestigei really like how you made the quickest way out of spawn at a height disadvantage, but the other staircase down out of the building (6th pic) puts you in a pretty shitty place and i dont see myself taking it basically ever but who knows.
interesting how theres basically 2 routes when you go into the building(s) out of spawn, could probably do some cool forward holds with that vent window thing and whatnot.
Good point about that lower exit. I imagine it as mostly a way to get back up top, or to sneak a scout/roamer out in order to support a regular push through the ramp room, but the disadvantage associated with it is definitely something to think about.
[quote=prestige]i really like how you made the quickest way out of spawn at a height disadvantage, but the other staircase down out of the building (6th pic) puts you in a pretty shitty place and i dont see myself taking it basically ever but who knows.
interesting how theres basically 2 routes when you go into the building(s) out of spawn, could probably do some cool forward holds with that vent window thing and whatnot.[/quote]
Good point about that lower exit. I imagine it as mostly a way to get back up top, or to sneak a scout/roamer out in order to support a regular push through the ramp room, but the disadvantage associated with it is definitely something to think about.
mage24365Because of the massive number of rocks, I had to check for texture glitches.
And seriously, kudos to you; there are almost none.
This trap is completely invisible and has a huge splash radius.
http://cloud-2.steampowered.com/ugc/919023951468994199/FB1D65167E9BAF13DF849E0FFCCB47BC69895399/
Here's a spot on the same rock. One of the stickies is inside the rocks, and will splash on both sides. The rest were fired through the gap. Rockets can also be fired through. This definitely needs a fix.
http://cloud-2.steampowered.com/ugc/919023951468985174/1DABEF4BBD049964872F7B974B266745A8485BBD/
Lastly, here's the worst of the three glitches. You probably still want to fix it though.
http://cloud-3.steampowered.com/ugc/919023951468965046/AEE7ACC36EEAFA6F9B12E073B5BCF97C1EB3648B/
Thanks for that. Unfortunately, those are mostly model related so there is no easy fix outside of manual bullet block brushes to make the collision match up with expectation, which I'll probably end up doing, but its a pain in the butt for sure.
[quote=mage24365]Because of the massive number of rocks, I had to check for texture glitches.
And seriously, kudos to you; there are almost none.
This trap is completely invisible and has a huge splash radius.
http://cloud-2.steampowered.com/ugc/919023951468994199/FB1D65167E9BAF13DF849E0FFCCB47BC69895399/
Here's a spot on the same rock. One of the stickies is inside the rocks, and will splash on both sides. The rest were fired through the gap. Rockets can also be fired through. This definitely needs a fix.
http://cloud-2.steampowered.com/ugc/919023951468985174/1DABEF4BBD049964872F7B974B266745A8485BBD/
Lastly, here's the worst of the three glitches. You probably still want to fix it though.
http://cloud-3.steampowered.com/ugc/919023951468965046/AEE7ACC36EEAFA6F9B12E073B5BCF97C1EB3648B/[/quote]
Thanks for that. Unfortunately, those are mostly model related so there is no easy fix outside of manual bullet block brushes to make the collision match up with expectation, which I'll probably end up doing, but its a pain in the butt for sure.
Interesting map. I'm going to try it out.
Interesting map. I'm going to try it out.
breloomi dont see tim nordlund
Lost the jpg :(
[quote=breloom]i dont see tim nordlund[/quote]
Lost the jpg :(
Scorpiouprisingbreloomi dont see tim nordlund
Lost the jpg :(
Surely it's still in the pre final process version?
[quote=Scorpiouprising][quote=breloom]i dont see tim nordlund[/quote]
Lost the jpg :([/quote]
Surely it's still in the pre final process version?
Next version is ready, mostly slight changes.
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b5.bsp
Some slight adjustments to props to make it so heavies can't get on rocks. Some slight visual changes, also airplanes (thx rusky).
Next version is ready, mostly slight changes.
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b5.bsp
Some slight adjustments to props to make it so heavies can't get on rocks. Some slight visual changes, also airplanes (thx rusky).
Updated to the latest version. New props, same great gameplay.
Screens:
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_1.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_2.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_3.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_4.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_5.jpg
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7_6.jpg
Download:
https://dl.dropboxusercontent.com/u/3492731/airfield/koth_airfield_b7.bsp
koth_airfield S18 pls
we still need more koth and if coalplant isn't happening...
koth_airfield S18 pls
we still need more koth and if coalplant isn't happening...
This will look neat when finished!
This will look neat when finished!
Did you model the planes yourself?
Did you model the planes yourself?
synchroDid you model the planes yourself?
Ruskeydoo actually modeled them for Scorpio, as you can probably tell by looking at the tailfins.
[quote=synchro]Did you model the planes yourself?[/quote]
Ruskeydoo actually modeled them for Scorpio, as you can probably tell by looking at the tailfins.
Had to play this in 4s and it was one of the least fun things imaginable.
http://puu.sh/6YvPG.jpg
Why is this a thing
http://puu.sh/6Ywyt.jpg
Why is this a thing too
http://puu.sh/6Yw5u.jpg
Not sure why additional height advantage is needed outside of one of the two exit doors
http://puu.sh/6YwaH.jpg
Same problem here
http://puu.sh/6YwSL.jpg
Scorpio please
http://puu.sh/6YxeE.jpg
All of those were fully or near fully charged stickies from the little area next to pipe room
http://puu.sh/6YwWS.jpg
http://puu.sh/6YvUJ.jpg
You can spam all 3 doors in this area from this spot
http://puu.sh/6YvXL.jpg
Can stand on all of those lamps as well
http://puu.sh/6Yw3o.jpg
Pushing uphill basically anywhere you go
Other things I noticed
You can basically lock down the health pack on the left without really committing to a forward hold like you would need to on Viaduct
Had to play this in 4s and it was one of the least fun things imaginable.
[img]http://puu.sh/6YvPG.jpg[/img]
Why is this a thing
[img]http://puu.sh/6Ywyt.jpg[/img]
Why is this a thing too
[img]http://puu.sh/6Yw5u.jpg[/img]
Not sure why additional height advantage is needed outside of one of the two exit doors
[img]http://puu.sh/6YwaH.jpg[/img]
Same problem here
[img]http://puu.sh/6YwSL.jpg[/img]
Scorpio please
[img]http://puu.sh/6YxeE.jpg[/img]
All of those were fully or near fully charged stickies from the little area next to pipe room
[img]http://puu.sh/6YwWS.jpg[/img]
[img]http://puu.sh/6YvUJ.jpg[/img]
You can spam all 3 doors in this area from this spot
[img]http://puu.sh/6YvXL.jpg[/img]
Can stand on all of those lamps as well
[img]http://puu.sh/6Yw3o.jpg[/img]
Pushing uphill basically anywhere you go
Other things I noticed
You can basically lock down the health pack on the left without really committing to a forward hold like you would need to on Viaduct
I played it for 4s as well and the biggest problem was the placement of the connectors into mid. It kind of sort of worked well because there were so few players but it would be terrible in 6s.
Also make the aerial blockbullets that benroads found a brush entity so stickies bounce off it
I played it for 4s as well and the biggest problem was the placement of the connectors into mid. It kind of sort of worked well because there were so few players but it would be terrible in 6s.
Also make the aerial blockbullets that benroads found a brush entity so stickies bounce off it
Played it for 4s and going to be playing it for 6's.
This is how this map goes:
Take control point and live: Win.
Don't take control point and die: Lose.
You cannot push out from any of the doors to mid. You get screwed six ways from sunday out of every single door. If those connectors were to be reworked it could be interesting, but it's not possible at the moment.
Played it for 4s and going to be playing it for 6's.
This is how this map goes:
Take control point and live: Win.
Don't take control point and die: Lose.
You cannot push out from any of the doors to mid. You get screwed six ways from sunday out of every single door. If those connectors were to be reworked it could be interesting, but it's not possible at the moment.
Scouts absolutely rape this map. Especially with the winger. You might want to rethink some of the heights of things so scout can't jump all over the map with no effort.
Scouts absolutely rape this map. Especially with the winger. You might want to rethink some of the heights of things so scout can't jump all over the map with no effort.