An alpine/swamp themed koth map. I set out to make this map with a few goals in mind:
-To create a fun, interesting, original map
-To address the issue of spawncamping
-To balance long and short sightlines
-To make Engineers more useful in koth
Hopefully I've met some of these, and can meet the rest of them in the near future. Comments are appreciated.
-Changed the skins of the rocks around the hill
-Reduced volume of the sawblades
-Added underground section
-Fixed noentry signs displaying incorrectly
-Made boat in Blu spawn the correct color
-Lowered the counter in the shop
-Made the path adjacent to the hill wider
-Made area around the hill larger
-Remade island from scratch
-Entirely redisigned the structure of the hill
-Added ammo pack to the room behind the shop
Wow, this really looks great. I really like the way you have taken the swamp theme and made it into this. I also like the bridge and the close-quater battle that will take place.
Now for the cons: I think the area around the cap is too claustrophobic, there for overpowering demos and soldiers and heavies. Another thing i don't think the water looks right in picture 2. It just seems too deep to me. - Maybe it's just the angle of the picture.
I think the map would benifit alot by having a small area between the bridge and the base behind it. This way you will have a area to retreat to from the point.
And maybe you could have a small island in the water each side of the bridge? - This would give you another place to retreat back to if you are attacked while capping the point.
Hmmm. I don't know what to make of this - I don't think I like the middle cap point. It is too much like the bridge on 2fort, and I HATE fighting on the bridge on 2fort. It is very choke-like, which makes me think that once one team gets the point, they will just sit back and easily spam the middle from their better vantage points along their balconies. I see no reason that they would try to push further into enemy territory, like on Viaduct or Nucleus.
That says to me that one team would only infiltrate past the middle if they wanted to clear the upper areas of the enemy team so that they could cap the mid. But based on the screens, that would be hard to do. Getting past the mid appears to be like shooting fish in a barrel for the other team.
It would appeal to me if you made a thick ramp to middle from the left-side balcony (based on which side you're coming from.) In other words, not the balcony that's higher up with railing. This makes it not so choke pointy with an alternate route for invading forces to maneuver around and cause some disruption.
I am also unaware if there are any routes from the middle water back behind enemy lines. If not, then it seems like a no-brainer.
So I guess to sum up, in my eyes the main (only?) problem is the chokiness of the middle.
What did you guys who played on it think? I heard a couple people complaining about how long the walk to the point was, so I'll work on shortening it. But aside from that, what else did you guys think? Likes? Dislikes? I need feedback here, people!