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Mould

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Sep 7th, 2017
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  1. Basics
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  3. Almih is my take on KOTH. It is designed to play completely different to viaduct, as I feel that viaduct plays very flowchart-esque, which is why it creates so many upsets. It's very DM oriented and the strategy behind both holding and pushing doesn't really change with a teams playstyle, it's usually the same. I also believe it's far too sniper friendly, and it's certainly not flank friendly. I personally have gripes with it on almost every class.
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  5. My solution to these problems was to create a bisected koth map, it is divided down the (almost) middle with a 'smaller than viaduct' area on each side. This does mean it's mirrored symmetrically, not rotation symmetric. I felt this made it possible for me to make more interesting play areas that felt different to eachother. The bisector breaks vision which allows people to get behind and stops snipers from seeing the whole play area.
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  7. The idea of the map is that it lends itself much better to both sacrificial plays by breaking vision, and also allows teams to edge cap time much more easily by having the currently king team be forced to give up position if they want to block. Sending one scout onto point then having them run behind when contested would put you in a good position. This allows the attacking team to possibly get up to the best position and take a better uber, something that I feel is missing in viaduct, where the attacking team almost always has a worse uber.
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  9. The lobby design is fairly simple. 3 entrances from spawn and 5 exits to mid give defenders a reason to forward hold, but only one exit leads to the top, which provides a decent risk, loss of position, compared to viaduct where losing a forward hold isn't a big deal. Many of the exits do lead to flank routes, which attackers can make more use of. The place you'd want to hold has the least vision in lobby, which I hope makes it fairly easy to break forward holds.
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