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Flora (koth)
1
#1
0 Frags +

Hi everyone,

I have recently made a new Koth map that I would like some assistance with testing/balancing for use in competitive matches. The map's name is Flora, and was originally a Player Destruction map for this year's Scream Fortress, even though it was a completely different game mode, it was tough trying to balance both layout and theme decisions due to the many ways that Engineers found ways to destroy the map's flow through sentry placement and other means. A few of the early testers suggested I changed the map to a Koth format due to the layout being similar to the viaduct formula.

You can find a download of the map HERE

Some screenshots as of A5 include the following:

https://tf2maps.net/data/attachments/90/90235-513f28b54daf843008adf28853b76bcd.jpg

Mid's capture zone

https://tf2maps.net/data/attachments/90/90242-839f9f3060c5c45ced7c387c470d8f2f.jpg

Blu's spawn

https://tf2maps.net/data/attachments/90/90243-9b3e5b227760d46f6546d34f7d969fd3.jpg

Overhead view of the map

Since I am relatively new to balancing koth maps for competitive, feel free to let me know what suggestions you have for me to take in the future and I will be sure to answer as soon as I can.

Thanks,
OctoBlitz

Hi everyone,

I have recently made a new Koth map that I would like some assistance with testing/balancing for use in competitive matches. The map's name is Flora, and was originally a Player Destruction map for this year's Scream Fortress, even though it was a completely different game mode, it was tough trying to balance both layout and theme decisions due to the many ways that Engineers found ways to destroy the map's flow through sentry placement and other means. A few of the early testers suggested I changed the map to a Koth format due to the layout being similar to the viaduct formula.

You can find a download of the map [b][i][u][url=https://tf2maps.net/threads/flora.37993/]HERE[/url][/u][/i][/b]

Some screenshots as of A5 include the following:

[img]https://tf2maps.net/data/attachments/90/90235-513f28b54daf843008adf28853b76bcd.jpg[/img]
Mid's capture zone

[img]https://tf2maps.net/data/attachments/90/90242-839f9f3060c5c45ced7c387c470d8f2f.jpg[/img]
Blu's spawn

[img]https://tf2maps.net/data/attachments/90/90243-9b3e5b227760d46f6546d34f7d969fd3.jpg[/img]
Overhead view of the map

Since I am relatively new to balancing koth maps for competitive, feel free to let me know what suggestions you have for me to take in the future and I will be sure to answer as soon as I can.

Thanks,
OctoBlitz
2
#2
0 Frags +

Hi, do you aim this map towards competitive 6s or HL?

Hi, do you aim this map towards competitive 6s or HL?
3
#3
5 Frags +
TwiggyHi, do you aim this map towards competitive 6s or HL?

I am going for a little bit of both, though 6s much more due to its popularity. I hope for as much feedback for both as I possibly can so I may have as large testing pool as possible.

[quote=Twiggy]Hi, do you aim this map towards competitive 6s or HL?[/quote]

I am going for a little bit of both, though 6s much more due to its popularity. I hope for as much feedback for both as I possibly can so I may have as large testing pool as possible.
4
#4
0 Frags +

Mirrored symmetry strikes again...

I'll take a look and give more feedback sometime soon.

Mirrored symmetry strikes again...

I'll take a look and give more feedback sometime soon.
5
#5
0 Frags +
HyceMirrored symmetry strikes again...

whats wrong?

Show Content
post before sage finds all the bugs
[quote=Hyce]Mirrored symmetry strikes again...

[/quote]
whats wrong?
[spoiler]post before sage finds all the bugs[/spoiler]
6
#6
1 Frags +

i'll start with something i hate : if you're going to make something inaccessible, make it look like it's goddamn inaccessible. I cringe when on most maps i see s**t like that :

https://i.imgur.com/gdQAnzh.jpg

OctoBlitz
I am going for a little bit of both, though 6s much more due to its popularity

If you're going for a 6s koth map, then I find this map really really big. It looks wider than viaduct at its widest point (cliff HP to fence HP). At the moment the 2 flank routes on either side are so big and far away from the point that it's never going to be possible to be tight against someone running behind your team.
The flank rooms/choke themselves seem well sized and the rooms interesting enough (besides this.. noclipped thing

Show Content

), but it's too big. Add to this horrendous high ground to be played by soldiers + straight walls and you're guaranteed to have soldiers rjing everywhere and never have a solid front line. IMO your design seems much better suited to highlander as is.

If you're going for a 6s design then engineer is not your main problem, but sniper is. And the bigger the map the more issues you'll risk to get.

Again, I think this could turn into a fine pub/HL map, but it's too big/ not enough sight on what's on either flank to be fun to play for 6s at the moment. IMO you should not ditch your design but design it towards HL/pub. Sorry if I repeat myself i'm tired

i'll start with something i hate : if you're going to make something inaccessible, make it look like it's goddamn inaccessible. I cringe when on most maps i see s**t like that :
[img]https://i.imgur.com/gdQAnzh.jpg[/img]

[quote=OctoBlitz]

I am going for a little bit of both, though 6s much more due to its popularity[/quote]
If you're going for a 6s koth map, then I find this map really really big. It looks wider than viaduct at its widest point (cliff HP to fence HP). At the moment the 2 flank routes on either side are so big and far away from the point that it's never going to be possible to be tight against someone running behind your team.
The flank rooms/choke themselves seem well sized and the rooms interesting enough (besides this.. noclipped thing [spoiler][img]https://i.imgur.com/FiCP0n2.jpg[/img][/spoiler]), but it's too big. Add to this horrendous high ground to be played by soldiers + straight walls and you're guaranteed to have soldiers rjing everywhere and never have a solid front line. IMO your design seems much better suited to highlander as is.

If you're going for a 6s design then engineer is not your main problem, but sniper is. And the bigger the map the more issues you'll risk to get.

Again, I think this could turn into a fine pub/HL map, but it's too big/ not enough sight on what's on either flank to be fun to play for 6s at the moment. IMO you should not ditch your design but design it towards HL/pub. Sorry if I repeat myself i'm tired
7
#7
0 Frags +

It's pretty large as far as 6s maps go for koth at least. I feel like the point should either be completely open or that shed on top should be solid so you can have some good ramp slide routes. The sky box is pretty low, doing high bombs will result in getting just mulched. Should probably raise it so something like sunshine's. On that balcony by the point, there's a couple ramps going up to that area, i feel like it should be opened up at the top (https://steamuserimages-a.akamaihd.net/ugc/957472288434892448/0A43E70A31B08BF4095DC0A9F3724726F4113F2C/) so its not just a doorway that goes to balconey, but its completely open so you can rj up there, maybe pogo out. (https://steamuserimages-a.akamaihd.net/ugc/957472288434895386/F45EDAC133AF00B3FF45627D4DE3BDD8CE682BEE/). I feel like the flank opposite of balcony should be made much smaller, as if you're going for 6s two flanks that wide are much too large.

Seems pretty good in all honesty, simple and lots of room for changes/improvement. I feel like as a hl map it would be pretty good as it's larger but someone who actually plays the gamemode correct me if I'm wrong

It's pretty large as far as 6s maps go for koth at least. I feel like the point should either be completely open or that shed on top should be solid so you can have some good ramp slide routes. The sky box is pretty low, doing high bombs will result in getting just mulched. Should probably raise it so something like sunshine's. On that balcony by the point, there's a couple ramps going up to that area, i feel like it should be opened up at the top (https://steamuserimages-a.akamaihd.net/ugc/957472288434892448/0A43E70A31B08BF4095DC0A9F3724726F4113F2C/) so its not just a doorway that goes to balconey, but its completely open so you can rj up there, maybe pogo out. (https://steamuserimages-a.akamaihd.net/ugc/957472288434895386/F45EDAC133AF00B3FF45627D4DE3BDD8CE682BEE/). I feel like the flank opposite of balcony should be made much smaller, as if you're going for 6s two flanks that wide are much too large.

Seems pretty good in all honesty, simple and lots of room for changes/improvement. I feel like as a hl map it would be pretty good as it's larger but someone who actually plays the gamemode correct me if I'm wrong
8
#8
1 Frags +

In all honesty, right now the map still has its Player Destruction layout, thats why I said Engineers were a problem and why the map is as big as it is, I will rework the layout when I get the chance.

As for the spawn, the Early design for it was a Movie Theater, something I wouldn't have considered while making a spawn for PD would be rocket jumping soldiers trying to access that roof, in fact a lot of the issues with the map are because this was originally a Player Destruction map

TwiggyThe flank rooms/choke themselves seem well sized and the rooms interesting enough (besides this.. noclipped thing
Show Content
)

This area was supposed to be a flower shop, those counters were put there to stop Engineers from camping in hard to get to areas while the map was in PD, both a fault of the gamemode and the early concepts I had during early detailing

I will try to incorporate your feedback into the next version with some new design choices in terms of layout, I still have the tf2maps test feedback to go through in terms of sniper sight lines, cap times, round times, and other bugs/exploits that I may/may not need to change.

In all honesty, right now the map still has its Player Destruction layout, thats why I said Engineers were a problem and why the map is as big as it is, I will rework the layout when I get the chance.

As for the spawn, the Early design for it was a Movie Theater, something I wouldn't have considered while making a spawn for PD would be rocket jumping soldiers trying to access that roof, in fact a lot of the issues with the map are because this was originally a Player Destruction map

[quote=Twiggy]
The flank rooms/choke themselves seem well sized and the rooms interesting enough (besides this.. noclipped thing [spoiler][img]https://i.imgur.com/FiCP0n2.jpg[/img][/spoiler])[/quote]
This area was supposed to be a flower shop, those counters were put there to stop Engineers from camping in hard to get to areas while the map was in PD, both a fault of the gamemode and the early concepts I had during early detailing

I will try to incorporate your feedback into the next version with some new design choices in terms of layout, I still have the tf2maps test feedback to go through in terms of sniper sight lines, cap times, round times, and other bugs/exploits that I may/may not need to change.
9
#9
0 Frags +

I see, good luck in your endeavors. I agree with jelqing, your current design could turn out to be something really nice quite easily, even if it's not for 6s. LF to seeing the next version.

I see, good luck in your endeavors. I agree with jelqing, your current design could turn out to be something really nice quite easily, even if it's not for 6s. LF to seeing the next version.
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