koth_2fort_b2

Credits

Submitter
  • P1: Beggar
    Points: 32
  • C1: Member
  • A4: Graduate
    Account Age: 2 years
WVI (Creator/Co-creator)
Key Authors
Jack Mastanov
Level Converter
Zen of Thunder
Poster Designer

Rating

7.50/10
Based off 1 rating(s)

Rate Map

  • You must be a member
  • You must not be a guest

Additional Info

Development State
Beta
Version
2.0
Maximum Players
32

Stats

Post Count
3
ViewCount
666
Downloads
164
Date Added
2 years ago
Date Modified
2 years ago
  • You must be a member
  • You must not be user WVI
  • You must be a member
  • You must not be user WVI

2fort converted into a KOTH map. This is the second beta.

Made by WVI. That is all.

  • You must be a member

Comments

    • P1: Beggar
      Points: 32
    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Archanor: Kya. Well, the basement is still around because it's the new spawn point. The reason the point itself is exposed and vulnerable is because that's the same way all of the official KOTH maps are. This was supposed to be a simple conversion with a few things changed for balance, but I did actually spend a lot of time on it - mostly this conversion is just to stretch the Hammer legs because I want to make a "real" map after this. Also, I wanted to make the map such that infiltrating the enemy base is crucial to success.

    This is the first map I've ever released. Not sure what you expect of me.

    Sorry if that came off as a little pissy, I just want to get good at this, and I'm a little insecure about my abilities.

    Common sense is not all truth.
    • P5: Peddler
      Points: 143,101
    • E2: Guide
      EF: 22
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    It really looks rushed. The new "bridges" are just two blocks stretched across the bases, how are they even supposed to support one player? Looks odd. It's also too open and easy to assault. The bridges really could use some cover of some sort.

    I'm not sure why you decided to keep the basement around, as it doesen't have much of a purpose now that the intelligence is gone.

    Please spend some more time on your maps before you release them.

    Problem, officer?
    • P2: Drudge
      Points: 5,732
    • E1: Helper
      EF: 17
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    An excellent idea, but can be improved. It would have been nice if you added some extra paths/blockages and altered some mechanics for that map. If you look at the centre capture point it is extremely exposed and therefore easily captured by the team with the most soldiers. If you added some walls/blockades (i.e the centre capture point on fastlane) and a little more area on the bridge so the team isn't so bottle-necked and grouped.

    I like the new second story bridges though. Perhaps if you added a building on top of them that overlooks the capture point. Just a thought.

    I'm not sure what to rate this map as I haven't seen it in action so I don't know how well it would work.

    I'm going to give it a 7.5/10 overall because it's a nice simple change to CP without altering the map too much. I feel a little more variation wouldn't have hurt though.

    Fractals in Nature
  • You must be a member