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koth_potential
1
#1
0 Frags +

The name is different to the thread:
Currently called Nevada

Fairly simple koth map, designed mainly for 6s, though Highlander play testing would be appreciated. My first comp map, but I've worked on other maps, and played enough to kind of know what a good map should have.
Feedback and demos would be amazing, so please, give your harshest (constructive) criticism.

Currently:

Alpha 5
- name change from koth_potential to koth_nevada
- major changes, including an upper route
- check the tf2maps.net page for details

Previous Updates:
Alpha 3
- added a balcony/battlements on the right side route, allowing for a new attacking and retreating angle
- reworked the left side balcony/battlements
- I think I moved around or changed health packs?
- clutter: I didn't know how to block sight lines and create a mobility option, so I stuck some boxes in the middle of "silo", I dislike it, but I haven't got another idea yet
- retexturing: made the floor textures smooth, added hazard strips around the point, and made the side of the patio brick
- replaced the metal fence prop with a brush (much more stylish)
- moved the spawns around, so the exits are more central
- added ammo behind the barrier on the right side
- other minor tweaks

Alpha 2
- added fences on the point to block sight lines
- reworked the right route a lot
- yeah, there wasn't any health or ammo... now there is?
- other minor changes

Alpha 4a
- long sight lines annihilated (added a shutter door and barrier to the left route)
- reworked ammo and health pack placement
- created an upper route for snipers to look onto the point
- added second crate, allowing for all classes to access the balcony
- may be other minor changes

Map thread >> https://tf2maps.net/downloads/nevada.5980/
Download link >> https://tf2maps.net/downloads/nevada.5980/download?version=16678

The name is different to the thread:
Currently called Nevada


Fairly simple koth map, designed mainly for 6s, though Highlander play testing would be appreciated. My first comp map, but I've worked on other maps, and played enough to kind of know what a good map should have.
Feedback and demos would be amazing, so please, give your harshest (constructive) criticism.

Currently:

Alpha 5
- name change from koth_potential to koth_nevada
- major changes, including an upper route
- check the tf2maps.net page for details


Previous Updates:
Alpha 3
- added a balcony/battlements on the right side route, allowing for a new attacking and retreating angle
- reworked the left side balcony/battlements
- I think I moved around or changed health packs?
- clutter: I didn't know how to block sight lines and create a mobility option, so I stuck some boxes in the middle of "silo", I dislike it, but I haven't got another idea yet
- retexturing: made the floor textures smooth, added hazard strips around the point, and made the side of the patio brick
- replaced the metal fence prop with a brush (much more stylish)
- moved the spawns around, so the exits are more central
- added ammo behind the barrier on the right side
- other minor tweaks

Alpha 2
- added fences on the point to block sight lines
- reworked the right route a lot
- yeah, there wasn't any health or ammo... now there is?
- other minor changes

Alpha 4a
- long sight lines annihilated (added a shutter door and barrier to the left route)
- reworked ammo and health pack placement
- created an upper route for snipers to look onto the point
- added second crate, allowing for all classes to access the balcony
- may be other minor changes

Map thread >> https://tf2maps.net/downloads/nevada.5980/
Download link >> https://tf2maps.net/downloads/nevada.5980/download?version=16678
2
#2
2 Frags +

I would definitely like to see more koth maps in the 6s map pool. This map has pretty good design so far.
I'm not a mapper, but I do play 6s.
The sniper sightlines are not too strong, which is good.

Some suggestions:

I think that maybe it should be a little more easy for scouts to get up on the high objects at mid. Without the Winger, I could only get up there with the Boston Basher. Maybe not though..

Going out through the main door to the control point, there is a group of rocks to the left. I would recommend somehow changing this so players don't get stuck back behind those rocks; as medic, it's quite difficult to get out.

Nextly, also to the left before the control point, there is that crate that leads up to that platform. I would recommend putting another crate or pipe or something there so that medics can climb up there.

Keep up the good work!

I would definitely like to see more koth maps in the 6s map pool. This map has pretty good design so far.
I'm not a mapper, but I do play 6s.
The sniper sightlines are not too strong, which is good.

Some suggestions:

I think that maybe it should be a little more easy for scouts to get up on the high objects at mid. Without the Winger, I could only get up there with the Boston Basher. Maybe not though..

Going out through the main door to the control point, there is a group of rocks to the left. I would recommend somehow changing this so players don't get stuck back behind those rocks; as medic, it's quite difficult to get out.

Nextly, also to the left before the control point, there is that crate that leads up to that platform. I would recommend putting another crate or pipe or something there so that medics can climb up there.

Keep up the good work!
3
#3
0 Frags +

Alpha 4a
- long sight lines annihilated (added a shutter door and barrier to the left route)
- reworked ammo and health pack placement
- created an upper route for snipers to look onto the point
- added second crate, allowing for all classes to access the balcony
- may be other minor changes

Reworked a fair bit, so I wouldn't mind some feedback on this one.

Alpha 4a
- long sight lines annihilated (added a shutter door and barrier to the left route)
- reworked ammo and health pack placement
- created an upper route for snipers to look onto the point
- added second crate, allowing for all classes to access the balcony
- may be other minor changes

Reworked a fair bit, so I wouldn't mind some feedback on this one.
4
#4
1 Frags +

Alpha 5
- name change from koth_potential to koth_nevada
- major changes, including an upper route
- check the tf2maps.net page for details

Alpha 5
- name change from koth_potential to koth_nevada
- major changes, including an upper route
- check the tf2maps.net page for details
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