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KotH_Proside (Lakeside Pro)
#21
FIX THE LENSFLARE

IF U LOOK UP NEAR THE POINT U R LITERALLY BLIND
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#22
Change the 2 small ammo packs on batts to one medium pack, similar to alto's suggestion about the hp in cave.

Also some more patches of grass here and there would make the map a lot more aesthetically pleasing and give it more of the oasis vibe the original creator seemed to go for
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#23
https://i.imgur.com/eTwGD1l.jpg a window here seeing into the health pack would help eliminate a lot of cheese that goes on with players hiding there and eliminate some of the insane risk you take on this map walking out to point

https://i.imgur.com/0Py5sxX.jpg in addition to the normal bath sightline looking out onto point/in yard, this one's also really frustrating to play into since it means you basically HAVE to be under batts/hiding between the pillars in main if you don't want to get sniped from somewhere

while I think the ramp is cool and would be nice, I can't help but feel it'd be better served if it managed to lead you into middle batts, rather than ruins. Pushing lakeside can be so frustrating because you have very little space available to you, and middle batts is one of the few places on this map with potential sniper cover for offense, but you have to go through either ruins or far side batts to get to it, so it doesn't have much point. I don't know how much control you have over the buildings/geometry, but it'd ideally lead you onto batts https://i.imgur.com/V4d3WxB.jpg here so that you have a greater variety of options available to you, and would allow more fluidity between people playing ground and flankers getting onto batts.

https://i.imgur.com/a5oQSL9.jpg gathering feedback on whether or not this sightline should exist would probably be good, its an edge case but can be super dumb when you get killed by it going for health

ADD A LOWER

https://i.imgur.com/QcOatQz.jpg fill in this gap thanks

https://i.imgur.com/U5sYsdt.jpg making this solid would help normalize a lot of play around batts and remove cheese

https://i.imgur.com/CGlCIbk.jpg replacing this prop with something a little more normalized and wider would help in getting onto point, by hitting https://i.imgur.com/Exv2KRS.jpg this sightline, and additionally making it easier to play on ruins without getting sniped

https://i.imgur.com/65t4G6n.jpg it's rare but sometimes you'll get launched into the area between obelisk and the point walls and have to awkwardly slide out, so widen the space somehow to prevent this because dying due to it is A I D S

https://i.imgur.com/vugrIAu.jpg i'm toying with the consequences of raising these wooden planks to the height of the point so that you can change height rapidly on point to make it to harder to be sniped vs. what it'd mean for explosive classes making it easier to be splashed

potential badass/awful idea: make a dropdown from far side batts https://i.imgur.com/feaN0GY.jpg here into health shack, https://i.imgur.com/oGqWicK.jpg they align perfectly

really glad you're taking the time to do this, let us know once you have a testable version so we can try to get some pugs going!
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#24
(02-01-2019, 09:24 PM)asher Wrote: the palm trees have stupid large hitboxes that would definitely need to be fixed imo, it fucks up more than just sniper in my experience

[Image: u5SOMbU.jpg]

literally just get rid of them

(02-02-2019, 12:48 PM)Catalyst Wrote: https://imgur.com/a/Kosgjd5 this wall should be made solid and rockets, sticks and, pipes fly right through it

No, this adds the same effect of shooting outside of a map, there's no reason to add solid clipping here.

(02-02-2019, 12:48 PM)Catalyst Wrote: Same goes for the parts of this wall https://imgur.com/a/MfJK541

I shoot through this almost every single time I play this map, should be an intended feature. It makes it way easier to push people out of that position.

(02-02-2019, 04:15 PM)Alto Wrote: https://i.imgur.com/eTwGD1l.jpg a window here seeing into the health pack would help eliminate a lot of cheese that goes on with players hiding there and eliminate some of the insane risk you take on this map walking out to point

No, just have someone look there when you push. Don't add features just because you can't properly play around them (or make your team play around it)

(02-02-2019, 04:15 PM)Alto Wrote: https://i.imgur.com/a5oQSL9.jpg gathering feedback on whether or not this sightline should exist would probably be good, its an edge case but can be super dumb when you get killed by it going for health

This doesn't matter at all, the insanely niche situations where a sniper would be playing here puts himself in an insane sight line to get killed if he goes for a stupid shot like this.

(02-02-2019, 04:15 PM)Alto Wrote: https://i.imgur.com/CGlCIbk.jpg replacing this prop with something a little more normalized and wider would help in getting onto point, by hitting https://i.imgur.com/Exv2KRS.jpg this sightline, and additionally making it easier to play on ruins without getting sniped

I've played over 15 seasons of this game and have gotten killed from there probably < 10 times. I can't see this being an issue at all especially with how far the sniper has to play away from his team in this spot. 

(02-02-2019, 04:15 PM)Alto Wrote: https://i.imgur.com/65t4G6n.jpg it's rare but sometimes you'll get launched into the area between obelisk and the point walls and have to awkwardly slide out, so widen the space somehow to prevent this because dying due to it is A I D S

This just sounds like a you problem ngl.

(02-02-2019, 04:15 PM)Alto Wrote: potential badass/awful idea: make a dropdown from far side batts https://i.imgur.com/feaN0GY.jpg here into health shack, https://i.imgur.com/oGqWicK.jpg they align perfectly

I kinda like this. Might add some more variance to the map in this area for either pushing snipers off of bats or flanking a combo when pushing. Though there's a chance this could create some issues with the full pack there and the small one up top. Might be too much health for something like a soldier to play around especially with the ammo right there too.

I like the idea of the ramp going up to batts that were shown in the wip pictures. I think there should also be a small ammo back where the trees are, as per my last post. Fuck those palm trees, those should just be removed.

I also agree that the sun glare should be reduced. As a heavy/pyro player, having to deal with the palm tree AND the sun glare when looking for bombers or anything is a huge pain.

Other than that, obviously making the stairs into ramps so soldier players can actually play the map would be a good idea.
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#25
https://imgur.com/a/0VTHlHj

geometry change to counteract sniper sightline restricting movement between under bats minipack and ammo full pack. A sniper situated in the bath house point-side staircase can currently see this sightline, making entry to mid quite risky. The combination of the two sightlines the sniper takes from bath to watch *both* entry points to mid (as alto pointed out)  
(02-02-2019, 04:15 PM)Alto Wrote: https://i.imgur.com/0Py5sxX.jpg in addition to the normal bath sightline looking out onto point/in yard, this one's also really frustrating to play into since it means you basically HAVE to be under batts/hiding between the pillars in main if you don't want to get sniped from somewhere

really cements a forward hold. Imagine a sniper rotating the two angles and a spy calling positioning.

The fence extension (I think the materials should be conserved in both cases) works to block out the sightline partially, allowing rotation via mid pack, and the extension of the wall allows further safety into the point. The change to the wall also takes away the silly sniper angle above the mid pack that you have to climb the staircase to get to.
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#26
(02-02-2019, 04:15 PM)Alto Wrote: ADD A LOWER

but then where would i put my level 3s...
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#27
I have stated this to several people, but an incremental approach should definitely be taken for the initial versions of this map. Tackling issues that are unanimously agreed upon by the community such as the ammo management issues, clipping issues, and sniper sight lines are all good first steps. The more experimental changes will have to be taken slowly, otherwise it may backfire and lead to more problems.
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#28
speaking of https://imgur.com/CGlCIbk , fix the fact that snipers behind this on RED can shoot over it to kill snipers on BLU bats but BLU snipers can't use this prop on their side to shoot snipers on RED bats.
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#29
ive uploaded koth_proside_v1 as a test on na serveme
changes:
-added ramp from main to ruins
-added barrier on bridge so snipers cant slow peak the ramp
-merged small health packs & small ammo packs
-small ammo pack behind obelisk
-blue only sighline should be fixed
Quote:I SWAT THE FLIES BUT THEY KEEP COMING BACK

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#30
(02-03-2019, 07:36 PM)Gøbi かわいい LFT Wrote: ive uploaded koth_proside_v1 as a test on na serveme
changes:
-added ramp from main to ruins
-added barrier on bridge so snipers cant slow peak the ramp
-merged small health packs & small ammo packs
-small ammo pack behind obelisk
-blue only sighline should be fixed

I'd like a download link please  Sad
If u can get me a dl link, ill get u a map maker title Wink
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#31
https://imgur.com/a/rWbyVj3

what if u could stand on this
plug walk
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#32
(02-03-2019, 09:32 PM)Aad | hl.rgl.gg Wrote:
(02-03-2019, 07:36 PM)Gøbi かわいい LFT Wrote: ive uploaded koth_proside_v1 as a test on na serveme
changes:
-added ramp from main to ruins
-added barrier on bridge so snipers cant slow peak the ramp
-merged small health packs & small ammo packs
-small ammo pack behind obelisk
-blue only sighline should be fixed

I'd like a download link please  Sad
If u can get me a dl link, ill get u a map maker title Wink

I can dm you on discord if you want but theres some stuff broken we found out tonight while playing
- the clock isnt working (gotta fix game logic)
- theres a spot in main that if you stand there youre invisible

(02-03-2019, 09:39 PM)cloud Wrote: https://imgur.com/a/rWbyVj3

what if u could stand on this

maybe, it was intended as cosmetic idk how broken it would be
Quote:I SWAT THE FLIES BUT THEY KEEP COMING BACK

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#33
i mean the only classes that can get up there are soldier/demo (maybe scout? havent checked)

demo cant really do anything up there. soldier can probably spam point but its so open that i think it wouldnt be broken or anything
plug walk
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#34
(02-04-2019, 12:23 AM)cloud Wrote: i mean the only classes that can get up there are soldier/demo (maybe scout? havent checked)

demo cant really do anything up there. soldier can probably spam point but its so open that i think it wouldnt be broken or anything

Hidey spots usually promote hiding, sometimes for too long when you can be doing something productive. IMHO get rid of it completely or make it super easy to check. High risk high reward.
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#35
**bugs ill fix when i have time**
- fix the clock being stuck at 3 mins (gamelogic)
- theres a spot you can stand under bridge and be invisible(areaportal)
- if bloom is on your eyes will bleed
Quote:I SWAT THE FLIES BUT THEY KEEP COMING BACK

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#36
https://puu.sh/CH0Hl/0dfbdd7d72.jpg the ramp seems kinda out of place. I think you could just do a tunnel merger into the other tunnel and maybe make the exit wider. Also that barrier on bats looks so out of place and unnecessary.
I met wile in person
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#37
I didn't get to play pug pugs on it yet, but here are my quick thoughts on it so far. Some of it is just clipping things that could be fixed from normal lakeside and my feedback on the ramp, which overall I think its ok, I think it gives some sight lines that might cause issues. I would prefer a tunnel over the ramp


https://imgur.com/a/USEUST7
Inspired — Whenever Pain Seer becomes untapped, reveal the top card of your library and put that card into your hand. You lose life equal to that card's converted mana cost.

Heavy main for the Open team - team
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#38
I have setup a dedicated server towards development towards this map, you can connect to the server @ maptest.engineer.tf, there is fastDL, so you dont need to DL the map beforehand.

connect maptest.engineer.tf
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#39
(02-04-2019, 02:09 AM)duck Wrote: https://puu.sh/CH0Hl/0dfbdd7d72.jpg the ramp seems kinda out of place. I think you could just do a tunnel merger into the other tunnel and maybe make the exit wider. Also that barrier on bats looks so out of place and unnecessary.
Editing existing displacements (aka the mountain) to add a tunnel would take a huge amount of time that could literally be used to make another map instead, because theres so much going on behind that mountain already it would break even more stuff
Quote:I SWAT THE FLIES BUT THEY KEEP COMING BACK

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#40
ive fixed most of the bugs i wrote above, just missing one i need to fix when i have time
Quote:I SWAT THE FLIES BUT THEY KEEP COMING BACK

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