If you have any feedback on my map, koth_war_house_a1, post it here. Thank you for your input. I know I won't implement every idea but I will at least consider your opinions
.
So far I am going to...
1. Make the water area bottomless (well really deep and with death at the bottom) to negate sg building in the water.
2. Put no builds on the conveyors. People were never meant to build on them I just assumed you could not.
3. Add more signs.
4. Adding moving/boxes floating in the water to make it easier to cross.
5. Of course finish 100s of other things I haven't done yet too XD .
Also on a trial basis I will test...
1. Adding an additional hp pack in the side rooms of the point. Consider though technically my map already has equal if not more (4 mediums and 2 small) hp than other koth maps (Viaduct 4 mediums, Nucleus 2 mediums, 2 (or 4?) small.) I do intend to keep the hp away from the point to compel people to leave the point and go underground/elsewhere for it. Also Hp should be placed far enough away from spawns that you cannot use it for camping nor should it be so close to your spawn you could simply use the locker instead.
2. I will return the grates around the water hole to an earlier time when they where simply on the ground and did not act to funnel people in the hole. This will let a ledge circle the water hole and catch more people. I do like the funnel as it compels more use of the map and also control in using the conveyor. I do understand those who become frustrated with falling in the hole however and we will see how it goes and if I need to nerf it more or less.
3. Putting a no build on the vents over the point.
4. Testing some explosive crates on the conveyor.
Note: Regarding the conveyor if it becomes the sole means of travel then the map has failed. While meant to be fun I hoped snipers and the general openness of the conveyor area would prevent this making alternate routes more attractive for cover and flanking. It seems to have worked to some extent but let me hear your opinions. All routes should maintain some viability in different situations to be a success.
Also about the sniper issue. I really didn't get sniped that much perhaps because I tend to use the flanking options for killing them more knowing the map IDK. Virtually all the koth maps make you a sniper target on the point and snipers are meant to be a danger to using the conveyor area as well (encouraging people to use other routes). If I add additional sniper protection It will probably be to the other side of the map rather than near the conveyor providing more cover for approaching the point that way. Even then I want people to go underground to flank them too so not feeling the sniper nerf yet.
So far I am going to...
1. Make the water area bottomless (well really deep and with death at the bottom) to negate sg building in the water.
2. Put no builds on the conveyors. People were never meant to build on them I just assumed you could not.
3. Add more signs.
4. Adding moving/boxes floating in the water to make it easier to cross.
5. Of course finish 100s of other things I haven't done yet too XD .
Also on a trial basis I will test...
1. Adding an additional hp pack in the side rooms of the point. Consider though technically my map already has equal if not more (4 mediums and 2 small) hp than other koth maps (Viaduct 4 mediums, Nucleus 2 mediums, 2 (or 4?) small.) I do intend to keep the hp away from the point to compel people to leave the point and go underground/elsewhere for it. Also Hp should be placed far enough away from spawns that you cannot use it for camping nor should it be so close to your spawn you could simply use the locker instead.
2. I will return the grates around the water hole to an earlier time when they where simply on the ground and did not act to funnel people in the hole. This will let a ledge circle the water hole and catch more people. I do like the funnel as it compels more use of the map and also control in using the conveyor. I do understand those who become frustrated with falling in the hole however and we will see how it goes and if I need to nerf it more or less.
3. Putting a no build on the vents over the point.
4. Testing some explosive crates on the conveyor.
Note: Regarding the conveyor if it becomes the sole means of travel then the map has failed. While meant to be fun I hoped snipers and the general openness of the conveyor area would prevent this making alternate routes more attractive for cover and flanking. It seems to have worked to some extent but let me hear your opinions. All routes should maintain some viability in different situations to be a success.
Also about the sniper issue. I really didn't get sniped that much perhaps because I tend to use the flanking options for killing them more knowing the map IDK. Virtually all the koth maps make you a sniper target on the point and snipers are meant to be a danger to using the conveyor area as well (encouraging people to use other routes). If I add additional sniper protection It will probably be to the other side of the map rather than near the conveyor providing more cover for approaching the point that way. Even then I want people to go underground to flank them too so not feeling the sniper nerf yet.
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