Post feedback on koth_war-house_a1

The Mighty Gerbil

Tribe of Judah TF 2 Chapter Leader & CGA Admin
Staff member
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.
 
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first

Hey Gerbil, it's a nice open map. to me it seems like if you had 12+ total people it would be just right. I like the design and central layout and really like the conveyors and hatchs.

Things to maybe add:
> I couldn't figure out how to play engie there maybe that would come with time on the map or a quick-set gunslinger eng might work better.
> I like teleporters, secret doors that take you across the map or to secret rooms, I just like them... so personal request here :-)
> maybe place more boxes and closer together, or a way to jump across the water without falling into it necessarily.
> I may post more later, but those are a few extras I thought may be nice
> adding cuddly killer kittens would be nice =)


Things it did well:
> good map for nearly all classes
> central "war" feel
> created by a great man
> graphically it was pleasing, maybe slightly too dark, but that was in places too
> conveyors were a touch I don't see much, nice work.
> layers were nice (above, middle, basement)


I may not be being critical enough because I really did enjoy that map.

Hope you can use some of my feedback.

God Bless brother, keep designing, it's a gift...

Trey
 
I really liked it and I usually don't like KOTH maps.

It was larger than most KOTH maps, which I thought was a good thing. There are already enough close-quarters combat KOTH maps and it was nice to play something different.

Camping snipers and water sentries are problems. A no-build zone may resolve the water sentry issue, but that seems a bit...severe. A stack of boxes interrupting line of sight from spawn to point would help curb sniper camping. I think it was Keero who suggested a rotating wall surrounding the point, which would require more skill on the part of snipers without changing the map layout elsewhere. I like the idea, but it presents its own batch of issues (as well as advantages).

I really liked the tiny ledge wedged between the double doors and the control point. It saved me from falling into the water a few times and I was able to rocket jump out as Soldier and kill two opposing players in a surprise attack. Good times.

I already shared my idea about adding two more tiny ledges, each just below and inside the double doors, so I'll just copy/paste from Steam chat:
10:32 PM - [toj.cc]Tek7: So the current layout goes: Main floor -> hole/double doors -> tiny ledge -> point
10:32 PM - [toj.cc]Tek7: I'm saying just on the inside of each double door, place a tiny ledge
10:33 PM - [toj.cc]Tek7: so that if a person is careful, they can escape falling in the water
10:33 PM - [toj.cc]Tek7: It's just an idea
10:33 PM - [toj.cc]Tek7: and would make it easier to avoid falling in the hole
10:33 PM - [toj.cc]Tek7: Then again
10:33 PM - [toj.cc]Tek7: that can be part of the fun ^^

The map objective is placeholder text, but you already know about that. :p

I'd LOVE to see this map on a full 24-player server, especially if/when the effective of camping snipers and water sentries are curbed.

The map is awesome and I look forward to playtesting the next version! :D
 
Note I updated my original post with things I will be working on.

The map objective is placeholder text, but you already know about that.
Yeah I only got the cubemaps going and the map uploaded 20~ minutes before 8 so no time to sweat the details :p .


Hey Gerbil, it's a nice open map. to me it seems like if you had 12+ total people it would be just right. I like the design and central layout and really like the conveyors and hatchs.

Things to maybe add:
> I couldn't figure out how to play engie there maybe that would come with time on the map or a quick-set gunslinger eng might work better.
> I like teleporters, secret doors that take you across the map or to secret rooms, I just like them... so personal request here :-)
> maybe place more boxes and closer together, or a way to jump across the water without falling into it necessarily.
> I may post more later, but those are a few extras I thought may be nice
> adding cuddly killer kittens would be nice =)


Things it did well:
> good map for nearly all classes
> central "war" feel
> created by a great man
> graphically it was pleasing, maybe slightly too dark, but that was in places too
> conveyors were a touch I don't see much, nice work.
> layers were nice (above, middle, basement)


I may not be being critical enough because I really did enjoy that map.

Hope you can use some of my feedback.

God Bless brother, keep designing, it's a gift...

Trey

"Great man" :o lol, not, XD but thank you :) . Speaking of secrets there are actual several "secret " things I have planned for the map but IDK if I will get to them or not. None are gameplay altering just fun. Um speaking of secrets who are you? Audax maybe? I only know people by their steam handles sorry XD . Anywho thanks for joining the forums to give feedback whoever you are :) .

I got to get mah signature up on the map then everyone will know who is really great, GOD! :) .
 
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first - indentity

Hi Gerbil,

I guess you wouldn't know who I was by my username here...

is my signature working now? (below)
 
Hi Gerbil,

I guess you wouldn't know who I was by my username here...

is my signature working now? (below)

Ah your signature is good to go now! Vaya welcome to the forums good to see you :) .

If you haven't already you might want to check out the other toj.cc/cga guys, on the forums, for other games you may play :) . Not that there are other games worth playing compared to TF2 :p .

Thanks again for the feedback :) .
 
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