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New Map - Kaiser Pass
Lucifer Jun 26, 2018 69 replies 1216 views
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OP 🔱 Clique CO
EDIT: Before commenting make sure you've scanned the thread for updated map pictures. Just want to be sure no one is posting about older versions, thanks.

As some of you may know I've been working with HellSpawn on developing a new map for USL. Neither of us are experienced players in this league, but we've been reaching out to players for direction.

Along with their knowledge I've studied the maps and watched all the USL match videos on YouTube that I can find. I have a general idea of what belongs on a USL map, but I do not want to exclude all opinions.

Below is a link to the map in it's current state.

https://imgur.com/a/9NUmpmT

----------A few points----------

The map title is canon with the original Infantry lore.

1CE - the Collective is formed
191CE - Kaiser City on Titan declares independence; local Collective forces are overwhelmed

The map is evidence of this hostile takeover
----------

The dimensions of Kaiser Pass are 10x5.5ish
To give perspective here are the dimensions of the current maps:

EC - 12x7
Isctos - 9x7ish
KR - 10x7
----------
Now I'd like to list a few suggestions and concerns voiced by the players I've reached out to. Hopefully everyone who comments reads these points as to not repeat what has already been said.

kaga - mixture of buildings and rocks. Open areas must have physics that players can use to their advantage.

Leak - fluid rotation through the map (e.g. J-channel to mesa)

Fausto - open concepts with ambush areas

Yosh - shorter routes for flanking. More open chokes.

Champion - less buildings the better

Zeus - symmetry

Several other players were messaged, but chose not to respond.
----------

As the map has progressed there has been an increased liking to it. Changes are being made as we go per the suggestions of the aforementioned players.

Originally the lake was a river, but was cut down to a lake based on the concerns of Leak and Yosh.

Mecca has suggested shrinking the lake horizontally to make it easier to fire across. HS and I thought this was a great idea and will be implemented asap.

Obviously there is no way we can please everyone. There are various styles of play and we are doing our very best to accommodate all players.

Sov suggests removing the lake entirely. That will NOT be happening. In developing this map HS and I want to add new elements to USL maps and a change of scenery is nice.

----------When will it be playable?----------

Ideally it would be great to have it available by the start of season 15. Because we are building as we go based on the suggestions of the community, the process is slow.
For the time being the answer to that question is to be determined at a later date.

At the time of this post the map is current compiled and available for download via HellSpawn's self-hosted zone. This is not on the fi server so the download will take longer than normal so I apologize for that. For those interested I can upload a zip file to mediafire.

At this time I'd like to open this topic to the entire USL community. We are open to every suggestion so all are encouraged to speak up.

Questions, comments, concerns?
N
💎 x16
Remove the lake
L
OP 🔱 Clique CO
Yes sir, right away!
S
💎 x24 Gentlemen CO
" In developing this map HS and I want to add new elements to USL maps and a change of scenery is nice.
"
What does that actually add lol. We have water on apollo's map. You don't seem to understand how reactive you allow squads to be because of the lake. To get through to the other side of the map you basically made it very hard to break through. It's so narrow. The only safe way is through the north entrance.

Leak - fluid rotation through the map (e.g. J-channel to mesa)
That answers why the lake is awful. That tiny building at the middle-bottom lol.
Advisor ⭐ x8 👑 good guys
I'm in agreement about the lake. If one team takes a lead, it'd be pretty easy to sit on their (base) side of the lake and just mirror the movement of the team on the other side of the lake so that they're eventually forced to run across a choke point to try and engage. In it's current state, camping would be even worse than it was this season.
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OP 🔱 Clique CO
The lake is purely aesthetic.

Technically there are five ways across. Additional physics will be added in the lake to decrease the vision one might have on the enemy.

When the width of the lake is decreased it won't be such a no man's land / easy kill zone.

The building at the bottom is being removed.
Edited Jun 26, 2018
N
💎 x16
>The lake is purely aesthetic.

: ^ )
K
💎 x16 🔱 Phenylephrine HCI
Looks interesting, its taking forever to dl the map for me to actually see it live though. I think north base (collie?) should have some kind of distinctive advantage to help them avoid rapes from the south.
Edited Jun 26, 2018
Advisor ⭐ x8 👑 good guys
There are five ways across, but as it stands, all five are chokepoints. If a team tries to cross any of those vs an experienced team, 9 out of 10 times, they're going to get obliterated trying to cross. I'm interested in seeing the changes (lake width, etc) but am not a huge fan of that portion at the moment. Thanks to both you and Hellspawn for putting in work on a new map though. That editor's a nightmare. :(
L
OP 🔱 Clique CO
It also allows for bridges to serve an actual purpose. Similar to mid of Lava Station, but it wont be nearly as open. Removing the lake will just turn it into the maps that are already available
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OP 🔱 Clique CO
Aerith wrote:
There are five ways across, but as it stands, all five are chokepoints. If a team tries to cross any of those vs an experienced team, 9 out of 10 times, they're going to get obliterated trying to cross. I'm interested in seeing the changes (lake width, etc) but am not a huge fan of that portion at t ...
Any squad can get torn apart when going through any passage really.

This is also assuming they're always be someone waiting on the other side. Realistically teams wont always know where the enemy is going.
L
I would say take out the lake and open up the building on left a bit more. Then -place that building in the center where lake is. Make that the only building you can go into then duplicate the map on either side. The placement of the ds is good.
Where the building is currently at add a rather large mountain there with a tunnel and of course duplicate it on other side of map,
H
⭐ x2 Big Dick Boys
https://s8.postimg.cc/u1uqqkead/bridge.png

Few tweaks.
B
thanks mother fuckers
L
OP 🔱 Clique CO
No ty bb
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Advisor ⭐ x4 🥈 Monkey Business C
That reduced lake size is actually much better. I definitely understand why you want to keep the lake, but Sov's concerns are spot on. If the pathways to the other side of the map are death traps then there is no incentive to get to the other side, especially if your team already has the lead.

I think the second version HS just posted addresses a lot of those issues i mentioned. We don't need to eliminate the lake entirely but opening up those pathways like you guys did is the right move.

I'm loving the progress so far, and your willingness to take input from the community. I think this map has a lot of potential, keep it up boys.
Edited Jun 26, 2018
M
League Analyst 💎 x10 🥇 Gentlemen
Collie's advantage is too great, would produce results much like KR where collie has a huge win %
R
⭐ x7 🤝
Abbath, consider putting both bases dead center of each side. In infantry, fighting from south to north has the advantage generally speaking. If you balance the map, one team doesnt automatically spawn further south.

I dont know why this isnt more critical to map makers. This is a major reason why our current maps arent balanced.
A
⭐ x2 Kays Krew 3
The left side has the clear advantage. I don't need to play on it to realize that. The hard part about building maps is balance. You need to give one team just as much advantages as the other. Remember, bottom is always an advantage. You also want to keep in mind that one squad is REALLY shitty and another squad is elite. It's going to be VERY easy to rape a bad squad on that map. Nobody wants to see a squad sit at rape lines for 30 minutes just killing the other team.

What I would personally do: Out of the 4 lakes, remove the very top and very bottom ones.

Finish the right side of the map, left side there is a lot going on, right side there is nothing.

Give top team more advantages in terms of holding points and positioning

Remove all physics from middle of the road

Add tunnels from inside dropship leading to elsewhere on the map allow weaker squads to leave their base.
E
Nice looking map.

HS's changes help.

Is the right hand side going to be that barren? Or is that just incomplete atm?
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