Upvote Upvoted 16 Downvote Downvoted
koth_forge
1
#1
0 Frags +

Hey guys, I have been working on koth_forge since about September last year, and I finally have decided to share it with the competitive community. It has been well received by some people already involved with comp, and some changes have been made to make it more comp friendly. At the moment bakscratch is polishing the map, visual wise, and making layout changes where needed. I would like to hear your opinion about it, as well as feedback.

Download - Current version b3

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/b2m/b2mov.png

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/b2m/b2mblu.png

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/b2m/b2mred.png

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/b2m/b2mmid1.png

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/b2m/b2mmid2.png

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/b2m/b2mmid3.png

If any of you would like to discuss the map, or just have a nice jolly chat, feel free to hit me Tekku or bakscratch on steam :)

Hey guys, I have been working on koth_forge since about September last year, and I finally have decided to share it with the competitive community. It has been well received by some people already involved with comp, and some changes have been made to make it more comp friendly. At the moment bakscratch is polishing the map, visual wise, and making layout changes where needed. I would like to hear your opinion about it, as well as feedback.

[url=http://steamcommunity.com/sharedfiles/filedetails/?id=645960821]Download - Current version b3[/url]

[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/b2m/b2mov.png[/img]
[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/b2m/b2mblu.png[/img]
[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/b2m/b2mred.png[/img]
[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/b2m/b2mmid1.png[/img]
[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/b2m/b2mmid2.png[/img]
[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/b2m/b2mmid3.png[/img]


If any of you would like to discuss the map, or just have a nice jolly chat, feel free to hit me [url=http://steamcommunity.com/id/letekku]Tekku[/url] or [url=http://steamcommunity.com/id/mojo869]bakscratch[/url] on steam :)
2
#2
-2 Frags +

It looks huge

It looks huge
3
#3
6 Frags +
flufnIt looks huge

Gameplay space wise it's about the same size as viaduct, time it takes to reach the point is also +/- similar.

[quote=flufn]It looks huge[/quote]

Gameplay space wise it's about the same size as viaduct, time it takes to reach the point is also +/- similar.
4
#4
0 Frags +

this is nerdyard right?

this is nerdyard right?
5
#5
2 Frags +

looks cool, hopefully people will actually playtest this for 6v6.

Ill also include the same comment I said on the koth_metro map discussion

lucrativei think the one thing that should be distinctly different from viaduct is that the point shouldn't be a great place to defend from, i think it would change the style of play significantly and would be cool to see attackers with a good advantage instead of just sac'ing into turtle defense
looks cool, hopefully people will actually playtest this for 6v6.

Ill also include the same comment I said on the koth_metro map discussion

[quote=lucrative]i think the one thing that should be distinctly different from viaduct is that the point shouldn't be a great place to defend from, i think it would change the style of play significantly and would be cool to see attackers with a good advantage instead of just sac'ing into turtle defense[/quote]
6
#6
0 Frags +
nitethis is nerdyard right?

yes

[quote=nite]this is nerdyard right?[/quote]
yes
7
#7
2 Frags +

pretty as fuck

pretty as fuck
8
#8
2 Frags +

looking really good

looking really good
9
#9
3 Frags +

Please make the doors bigger and the skybox on middle higher, i cant do a sticky jump from that little house thing where the ammo is without hitting the skybox

Please make the doors bigger and the skybox on middle higher, i cant do a sticky jump from that little house thing where the ammo is without hitting the skybox
10
#10
3 Frags +
DamnEasyPlease make the doors bigger and the skybox on middle higher, i cant do a sticky jump from that little house thing where the ammo is without hitting the skybox

Hi, assuming that you've played b2k, increasing the height of the skybox and doors is on top of our to do list, so all of that will be addressed in the next version, which should be out by the end of this week hopefully :)

[quote=DamnEasy]Please make the doors bigger and the skybox on middle higher, i cant do a sticky jump from that little house thing where the ammo is without hitting the skybox[/quote]

Hi, assuming that you've played b2k, increasing the height of the skybox and doors is on top of our to do list, so all of that will be addressed in the next version, which should be out by the end of this week hopefully :)
11
#11
6 Frags +

@benroads

@benroads
12
#12
1 Frags +

I'd love some more koth in etf2l's map rotation. Best of luck!

I'd love some more koth in etf2l's map rotation. Best of luck!
13
#13
22 Frags +

http://puu.sh/nDcwB/7e93f47af7.jpg

Clip/bulletblock these

http://puu.sh/nDczI/f334c4e974.jpg

Highly suggest making ALL railings nonsolid and then clipped over, having them inconsistent is super annoying as people will have to guess what railings they can and cannot shoot through consistently.

http://puu.sh/nDcFj/d5aa7a96ea.jpg

If you're not going to allow players to shoot through here there is no reason to have it "open"

http://puu.sh/nDcLv/8ac8bc5aed.jpg

Should make the trim on that door nonsolid, would also suggest removing the bump in the middle of the room. Doesn't really seem to have any purpose and looks strange when against a shutter door like that.

http://puu.sh/nDcYb/885bd599cf.jpg

Would suggest removing all of these props, the area is already fairly cramped and seems like a pretty spammy area to begin with. Adding props that are super easy to get caught on (the ladder specifically) would only cause problems. Even just moving them into that little sealed off area would be much better but I honestly don't think they serve much of a purpose

http://puu.sh/nDd4a/60b1c12331.jpg

The area under these stairs seems kind of strangely blocked off, I can get stickies in there some of the time but its kind of pointless anyway, I would just put the mesh over it like the rest of the stairs in this area.

http://puu.sh/nDdaf/1794e729ea.jpg

Another chokey area with a prop that is easy to get caught on. Would suggest just making it nonsolid and trying to get it a bit more flush with the wall if you really really want to keep it.

http://puu.sh/nDdhw/29a07de79e.jpg

The clipping on this is pretty bad, you can get caught on both sides

http://puu.sh/nDduc/20f0eaea5c.jpg

It's quite difficult to figure out what roofs you can and cannot get on since they're all a similar height but you can only stand on the one in the open, would suggest making them quite a bit higher or maybe putting some kind of fence around them to let players know it is an inaccessible area.

http://puu.sh/nDdCD/608ee2d270.jpg

Clipping around this displacement is weird/easy to get caught on if you were hugging the wall.

http://puu.sh/nDdFc/1d44eff2fc.jpg

Hiding stickies in this is really silly. I would suggest you scrap the slightly rotate crate idea or make sure stuff like this does not happen.

http://puu.sh/nDdKd/58a63cefb5.jpg

Not sure why you didn't clip this wall like the rest in this room

http://puu.sh/nDdNP/ce18ca17be.jpg

Would suggest making the beams on the roof a bit thinner and then clipping the whole thing over flat so if you get bounced you will not get stuck on them.

http://puu.sh/nDdRO/20e335d649.jpg

Looks somewhat nice I guess but really should be clipped over.

http://puu.sh/nDeDn/d16446a995.jpg

Remove solidity pls

http://puu.sh/nDdUm/cf0cb89d87.jpg

Hiding spot thing, seems unintended but probably wouldn't be a huge problem if you left it in.

http://puu.sh/nDdWM/467ea961c9.jpg

Same deal as few pictures above, getting caught on random shit on the ceiling is never fun.

http://puu.sh/nDe4Z/e8a06b7fc1.jpg

I feel like I end up writing about this on every map but I really think that more mappers should adapt how fubar/whoever else that worked on via pro did the roofs there. I don't really see any advantages to having the roofs clipped like this. Probably not going to repeat myself about this since I am quite sure I have already done it at least 3 or 4 times at this point.

http://puu.sh/nDekV/48258ca496.jpg

Seems like there are too many ways into mid but they're all basically the same chokey doorway that the defending team would have huge height advantage on. Even the top left door has this small area outside the stair room that basically acts as a little death chamber for anybody walking through it. I would suggest reworking the number of ways in and out of mid and try to give each one a purpose. You could probably axe one if not two of the three ways into mid from the center route.

http://puu.sh/nDeIH/be7517a2e6.jpg

This area seems somewhat pointless since I don't think it'd ever be worth the risk to take this small pack in a place where you could get corner spammed to death super easily. Even as a "flank" route it's pretty bad since you can't really do much of anything besides jump from there onto the point but it's basically impossible to miss somebody walking through the lower areas.

As I have said a few times it seems like most of the area on this map is really chokey and that really won't lead to many fun fights since basically the whole game will just be whoevers defending spamming one of the 5 or so doors from highground after a mid. Hopefully somebody will playtest this so that you can determine what doors are and are not used so that you can clean up the spawn -> mid transition because right now it seems like there will be a lot of unused space.

[img]http://puu.sh/nDcwB/7e93f47af7.jpg[/img]

Clip/bulletblock these

[img]http://puu.sh/nDczI/f334c4e974.jpg[/img]

Highly suggest making ALL railings nonsolid and then clipped over, having them inconsistent is super annoying as people will have to guess what railings they can and cannot shoot through consistently.

[img]http://puu.sh/nDcFj/d5aa7a96ea.jpg[/img]

If you're not going to allow players to shoot through here there is no reason to have it "open"

[img]http://puu.sh/nDcLv/8ac8bc5aed.jpg[/img]

Should make the trim on that door nonsolid, would also suggest removing the bump in the middle of the room. Doesn't really seem to have any purpose and looks strange when against a shutter door like that.

[img]http://puu.sh/nDcYb/885bd599cf.jpg[/img]

Would suggest removing all of these props, the area is already fairly cramped and seems like a pretty spammy area to begin with. Adding props that are super easy to get caught on (the ladder specifically) would only cause problems. Even just moving them into that little sealed off area would be much better but I honestly don't think they serve much of a purpose

[img]http://puu.sh/nDd4a/60b1c12331.jpg[/img]

The area under these stairs seems kind of strangely blocked off, I can get stickies in there some of the time but its kind of pointless anyway, I would just put the mesh over it like the rest of the stairs in this area.

[img]http://puu.sh/nDdaf/1794e729ea.jpg[/img]

Another chokey area with a prop that is easy to get caught on. Would suggest just making it nonsolid and trying to get it a bit more flush with the wall if you really really want to keep it.

[img]http://puu.sh/nDdhw/29a07de79e.jpg[/img]

The clipping on this is pretty bad, you can get caught on both sides

[img]http://puu.sh/nDduc/20f0eaea5c.jpg[/img]

It's quite difficult to figure out what roofs you can and cannot get on since they're all a similar height but you can only stand on the one in the open, would suggest making them quite a bit higher or maybe putting some kind of fence around them to let players know it is an inaccessible area.

[img]http://puu.sh/nDdCD/608ee2d270.jpg[/img]

Clipping around this displacement is weird/easy to get caught on if you were hugging the wall.

[img]http://puu.sh/nDdFc/1d44eff2fc.jpg[/img]

Hiding stickies in this is really silly. I would suggest you scrap the slightly rotate crate idea or make sure stuff like this does not happen.

[img]http://puu.sh/nDdKd/58a63cefb5.jpg[/img]

Not sure why you didn't clip this wall like the rest in this room

[img]http://puu.sh/nDdNP/ce18ca17be.jpg[/img]

Would suggest making the beams on the roof a bit thinner and then clipping the whole thing over flat so if you get bounced you will not get stuck on them.

[img]http://puu.sh/nDdRO/20e335d649.jpg[/img]

Looks somewhat nice I guess but really should be clipped over.

[img]http://puu.sh/nDeDn/d16446a995.jpg[/img]

Remove solidity pls

[img]http://puu.sh/nDdUm/cf0cb89d87.jpg[/img]

Hiding spot thing, seems unintended but probably wouldn't be a huge problem if you left it in.

[img]http://puu.sh/nDdWM/467ea961c9.jpg[/img]

Same deal as few pictures above, getting caught on random shit on the ceiling is never fun.

[img]http://puu.sh/nDe4Z/e8a06b7fc1.jpg[/img]

I feel like I end up writing about this on every map but I really think that more mappers should adapt how fubar/whoever else that worked on via pro did the roofs there. I don't really see any advantages to having the roofs clipped like this. Probably not going to repeat myself about this since I am quite sure I have already done it at least 3 or 4 times at this point.

[img]http://puu.sh/nDekV/48258ca496.jpg[/img]

Seems like there are too many ways into mid but they're all basically the same chokey doorway that the defending team would have huge height advantage on. Even the top left door has this small area outside the stair room that basically acts as a little death chamber for anybody walking through it. I would suggest reworking the number of ways in and out of mid and try to give each one a purpose. You could probably axe one if not two of the three ways into mid from the center route.

[img]http://puu.sh/nDeIH/be7517a2e6.jpg[/img]

This area seems somewhat pointless since I don't think it'd ever be worth the risk to take this small pack in a place where you could get corner spammed to death super easily. Even as a "flank" route it's pretty bad since you can't really do much of anything besides jump from there onto the point but it's basically impossible to miss somebody walking through the lower areas.

As I have said a few times it seems like most of the area on this map is really chokey and that really won't lead to many fun fights since basically the whole game will just be whoevers defending spamming one of the 5 or so doors from highground after a mid. Hopefully somebody will playtest this so that you can determine what doors are and are not used so that you can clean up the spawn -> mid transition because right now it seems like there will be a lot of unused space.
14
#14
6 Frags +

Hey, bakscratch here.
Ive been working on the map to get some changes done.

  • Roofs should be cut off (in main gameplay areas)
  • Left route onto higher ground building is widened
  • Clipping improved on roofs and props
  • Skybox has been increased
  • Clutter reduced

http://i.imgur.com/JULB5dT.jpg

Download

Hey, bakscratch here.
Ive been working on the map to get some changes done.

[list]
[*] Roofs should be cut off (in main gameplay areas)
[*] Left route onto higher ground building is widened
[*] Clipping improved on roofs and props
[*] Skybox has been increased
[*] Clutter reduced
[/list]

[img]http://i.imgur.com/JULB5dT.jpg[/img]


[url=http://redirect.tf2maps.net/maps/koth_forge_b2m.bsp.bz2]Download[/url]
15
#15
7 Frags +

Update b2n - Worked on some minor clipping issues I missed/ Increased door heights/ moved some props, as well as increased the size of the point and under the point.

Download

  • Major - Made the point/ cap area wider.
  • Major - The area under the point is larger - entrance to under the point is close to spawn.
  • Major - Stairs onto point closer to spawn.

  • Minor - Addition clipping on buildings
  • Minor - Moved prop to make easier for scout jumps
  • Minor - Increased height on all doors

http://i.imgur.com/bfkMvxM.jpg

http://i.imgur.com/nFYExAP.jpg

http://i.imgur.com/DQFUSvl.png

http://i.imgur.com/DqUPUvX.jpg

http://i.imgur.com/5z2p5nL.jpg

http://i.imgur.com/Byz5kVt.jpg

Update b2n - Worked on some minor clipping issues I missed/ Increased door heights/ moved some props, as well as increased the size of the point and under the point.

[url=http://redirect.tf2maps.net/maps/koth_forge_b2n.bsp.bz2]Download[/url]

[list]
[*] Major - Made the point/ cap area wider.
[*] Major - The area under the point is larger - entrance to under the point is close to spawn.
[*] Major - Stairs onto point closer to spawn.

[*]Minor - Addition clipping on buildings
[*]Minor - Moved prop to make easier for scout jumps
[*]Minor - Increased height on all doors
[/list]

[img]http://i.imgur.com/bfkMvxM.jpg[/img]

[img]http://i.imgur.com/nFYExAP.jpg[/img]

[img]http://i.imgur.com/DQFUSvl.png[/img]

[img]http://i.imgur.com/DqUPUvX.jpg[/img]

[img]http://i.imgur.com/5z2p5nL.jpg[/img]

[img]http://i.imgur.com/Byz5kVt.jpg[/img]
16
#16
6 Frags +

Hey guys, the map has been to updated to beta 3 version, and is also available on the workshop!

Beta 3 Changes:

*Changes to mid area.
*Improved clipping on the map.

Workshop Link

Dropbox Download

Beta 3 Screenshots:

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/1%20copy.png

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/2%20copy.png

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/3%20copy.png

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/4%20copy.png

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/5%20copy.png

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/6%20copy.png

https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/7%20copy.png

Hey guys, the map has been to updated to beta 3 version, and is also available on the workshop!

Beta 3 Changes:

*Changes to mid area.
*Improved clipping on the map.

[url=http://steamcommunity.com/sharedfiles/filedetails/?id=645960821]Workshop Link[/url]

[url=https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/koth_forge_b3.bsp]Dropbox Download[/url]

Beta 3 Screenshots:

[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/1%20copy.png[/img]
[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/2%20copy.png[/img]
[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/3%20copy.png[/img]
[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/4%20copy.png[/img]
[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/5%20copy.png[/img]
[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/6%20copy.png[/img]
[img]https://dl.dropboxusercontent.com/u/1607727/Level%20Design/koth_nerdyard/Screenshots/workshop/7%20copy.png[/img]
17
#17
5 Frags +

bumping this thread since etf2l preseason cup is going to feature it.

Is phi the actual owner of the map nowadays?

I played it on a scrim, and we didn't have big problems with it.
Compared to viaduct, it is a welcomed change. Sniper is weaker (thank god), soldiers have flat ground and corners to work with, scouts have some props and some roofs and demoman is the king of middle point.
A lot of holds can work : behind point, 2 or 3 different forward holds to try, and ammo/health is scattered around which requires careful resource management ( a very good thing IMO).
Protecting the medic from soldier bombs is quite tricky, as there isa lot of jumps or routes to take to dosuicides,
I look forward to seeing it played in da cup (and possibly the season)!

bumping this thread since etf2l preseason cup is going to feature it.

Is phi the actual owner of the map nowadays?

I played it on a scrim, and we didn't have big problems with it.
Compared to viaduct, it is a welcomed change. Sniper is weaker (thank god), soldiers have flat ground and corners to work with, scouts have some props and some roofs and demoman is the king of middle point.
A lot of holds can work : behind point, 2 or 3 different forward holds to try, and ammo/health is scattered around which requires careful resource management ( a very good thing IMO).
Protecting the medic from soldier bombs is quite tricky, as there isa lot of jumps or routes to take to dosuicides,
I look forward to seeing it played in da cup (and possibly the season)!
18
#18
4 Frags +

Hi, Phi is super cool, but no, I am still the owner of this map, just the etf2l post didn't mention me as the map author for some unknown reason?

I'm glad to hear that you've enjoyed the map in your scrim though, It definitely is going to be interesting to see how it ends up playing. :)

Hi, Phi is super cool, but no, I am still the owner of this map, just the etf2l post didn't mention me as the map author for some unknown reason?

I'm glad to hear that you've enjoyed the map in your scrim though, It definitely is going to be interesting to see how it ends up playing. :)
19
#19
0 Frags +
LeTekkuHi, Phi is super cool, but no, I am still the owner of this map, just the etf2l post didn't mention me as the map author for some unknown reason?

I'm glad to hear that you've enjoyed the map in your scrim though, It definitely is going to be interesting to see how it ends up playing. :)

Yeah I think you should contact etf2l staff to correct the mistake :)

[quote=LeTekku]Hi, Phi is super cool, but no, I am still the owner of this map, just the etf2l post didn't mention me as the map author for some unknown reason?

I'm glad to hear that you've enjoyed the map in your scrim though, It definitely is going to be interesting to see how it ends up playing. :)[/quote]

Yeah I think you should contact etf2l staff to correct the mistake :)
20
#20
0 Frags +
Benroadshttp://puu.sh/nDcwB/7e93f47af7.jpg

how did you get that crosshair?

[quote=Benroads][img]http://puu.sh/nDcwB/7e93f47af7.jpg[/img]

[/quote]

how did you get that crosshair?
21
#21
0 Frags +
crankBenroadshttp://puu.sh/nDcwB/7e93f47af7.jpg

how did you get that crosshair?

That would be a HUD crosshair, probably two off them on at the same time.

[quote=crank][quote=Benroads][img]http://puu.sh/nDcwB/7e93f47af7.jpg[/img]

[/quote]

how did you get that crosshair?[/quote]

That would be a HUD crosshair, probably two off them on at the same time.
22
#22
3 Frags +
TwistycrankBenroadshttp://puu.sh/nDcwB/7e93f47af7.jpg

how did you get that crosshair?

That would be a HUD crosshair, probably two off them on at the same time.

Mostly correct

The outside circle is a font crosshair in hudlayout.res (It's one of the circles from the old Broeselhud crosshair set, I have mine flash on hit)
The outline for the cross is a vtf crosshair in hudachievementtracker.res (Lets me toggle the outline on using hud_achievement_tracker)
The actual cross is just the stock TF2 cross 7 size 28 (I have it change colors based on what weapon I have out since I normally have viewmodels off.)

[quote=Twisty][quote=crank][quote=Benroads][img]http://puu.sh/nDcwB/7e93f47af7.jpg[/img]

[/quote]

how did you get that crosshair?[/quote]

That would be a HUD crosshair, probably two off them on at the same time.[/quote]

Mostly correct

The outside circle is a font crosshair in hudlayout.res (It's one of the circles from the old Broeselhud crosshair set, I have mine flash on hit)
The outline for the cross is a vtf crosshair in hudachievementtracker.res (Lets me toggle the outline on using hud_achievement_tracker)
The actual cross is just the stock TF2 cross 7 size 28 (I have it change colors based on what weapon I have out since I normally have viewmodels off.)
23
#23
3 Frags +

Congratulations on getting this into the ETF2L Preseason cup!

Congratulations on getting this into the ETF2L Preseason cup!
24
#24
0 Frags +

http://puu.sh/qU5Ot/b843fb9583.jpg

problematic sightline that makes forward hold on right very strong

[img]http://puu.sh/qU5Ot/b843fb9583.jpg[/img]

problematic sightline that makes forward hold on right very strong
25
#25
0 Frags +

i didnt have time to post proper feedback yesterday so here it is now :

First I really liked the map and how its middle played out. It was very enjoyable to play a somewhat decent koth map that is not viaduct and scout/sniper heaven, so good job!

Unfortunately i felt forward hold and spawn to mid transitions to be annoying. Forward hold was too strong and the 3 exits to spawn favor defenders too much.

http://puu.sh/qWl97/333d731aef.jpg

This path has problems :
-it gives a direct sightline to spawn
-a demo can hold it too easily : tons of traps spot, easy exit and even if he misses his det he can escape before being reached by a scout ;

http://puu.sh/qWlgz/f08e3c877a.jpg

because of this wall a soldier cannot jump without walking a few seconds, seconds during which he gets destroyed by anything. I suggest removing this top wall. Fixing the sightline is harder : maybe lower this

http://puu.sh/qWluz/669c50016e.jpg

so the door gets lower and blocks sightline, then inside the corridor you can make it a ramp or change the way the stairs are shaped.

http://puu.sh/qWlyh/58785b5e5c.jpg

Same story on the other side ; this spot is too good for demo and even soldier : easy as hell damage and easy exit. You need to change the shape of the entrance and/or make it wider, or make attackers enter the room closer to defenders.
I suggest carving a doorway there :

http://puu.sh/qWlPF/636c08ec0e.jpg

and modifying this shape

http://puu.sh/qWlR1/0fa8551560.jpg

As I said very annoying sightline there :

http://puu.sh/qWlTS/588816b930.jpg

And I dont get the design of this place :

http://puu.sh/qWlYX/11271e801a.jpg

Why make this many rooms if it's to have a multitude of small chokepoints and corners to hide in for defenders that lead to this single place on the screenshot where you get obliterated from anywhere? You should redesign this completely. Maybe put a big room with a traincar in the middle, or use this big space to connect with the 2 other exits, or even play with the balcony that's above, but you need to do something for this.

Good luck!

i didnt have time to post proper feedback yesterday so here it is now :

First I really liked the map and how its middle played out. It was very enjoyable to play a somewhat decent koth map that is not viaduct and scout/sniper heaven, so good job!

Unfortunately i felt forward hold and spawn to mid transitions to be annoying. Forward hold was too strong and the 3 exits to spawn favor defenders too much.

[img]http://puu.sh/qWl97/333d731aef.jpg[/img]
This path has problems :
-it gives a direct sightline to spawn
-a demo can hold it too easily : tons of traps spot, easy exit and even if he misses his det he can escape before being reached by a scout ;
[img]http://puu.sh/qWlgz/f08e3c877a.jpg[/img]
because of this wall a soldier cannot jump without walking a few seconds, seconds during which he gets destroyed by anything. I suggest removing this top wall. Fixing the sightline is harder : maybe lower this
[img]http://puu.sh/qWluz/669c50016e.jpg[/img]
so the door gets lower and blocks sightline, then inside the corridor you can make it a ramp or change the way the stairs are shaped.

[img]http://puu.sh/qWlyh/58785b5e5c.jpg[/img]
Same story on the other side ; this spot is too good for demo and even soldier : easy as hell damage and easy exit. You need to change the shape of the entrance and/or make it wider, or make attackers enter the room closer to defenders.
I suggest carving a doorway there :
[img]http://puu.sh/qWlPF/636c08ec0e.jpg[/img]

and modifying this shape
[img]http://puu.sh/qWlR1/0fa8551560.jpg[/img]

As I said very annoying sightline there :
[img]http://puu.sh/qWlTS/588816b930.jpg[/img]

And I dont get the design of this place :
[img]http://puu.sh/qWlYX/11271e801a.jpg[/img]
Why make this many rooms if it's to have a multitude of small chokepoints and corners to hide in for defenders that lead to this single place on the screenshot where you get obliterated from anywhere? You should redesign this completely. Maybe put a big room with a traincar in the middle, or use this big space to connect with the 2 other exits, or even play with the balcony that's above, but you need to do something for this.

Good luck!
26
#26
1 Frags +

Hey, we were pretty split on this map. I really liked it but some others in the pug didn't. The pieces of feedback we agreed on were that the map could do well to be condensed horizontally. The distance from spawn to point was good but the distance on either sides of the point seemed a bit big, it was too easy for people to get behind. The house on point had a window that you could spam thru that also got annoying.

All of the ways to push out lobby were pretty ass so if you shrink the map down a bit you may also need to make those easier to push.

Overall this map was pretty polarizing, I really liked it tho!

Hey, we were pretty split on this map. I really liked it but some others in the pug didn't. The pieces of feedback we agreed on were that the map could do well to be condensed horizontally. The distance from spawn to point was good but the distance on either sides of the point seemed a bit big, it was too easy for people to get behind. The house on point had a window that you could spam thru that also got annoying.

All of the ways to push out lobby were pretty ass so if you shrink the map down a bit you may also need to make those easier to push.

Overall this map was pretty polarizing, I really liked it tho!
27
#27
0 Frags +

I played this map during the pre-season cup and the forward hold is really strong. i dont know if its the map or the people we were playing against

I played this map during the pre-season cup and the forward hold is really strong. i dont know if its the map or the people we were playing against
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