hinden

PL hinden a23

Atlusia

Designer of a bygone era
aa
Dec 13, 2014
269
455
-made Blu spawn smaller
-remade the inside of the alehouse by B
-moved the 1-way door from Alehouse to A to make it quicker for Red to get to A
-added a new area to the upper level of A for sentries
-changed upper entrance from Blu spawn to A a bit
-thinned stairs down to A
-remade path around A from the fountain area
-moved the unlocking door to be more obvious for building by fountain area
-added small plank above unlocking door at A
-added more cover in Blu spawn to deal with spawn camping
-moved small ammo from tunnel under C to behind hedge by C
-moved fence by a small path between B and C to make that area smaller
-remade point B to allow red to defend easier
-remade alehouse to appeal more to Blu as a flank route
-added a drop down above A to help red defend

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DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
So, i've been playing this. It already looks nice, but i think there are a few problems. Because of the size of the map and the length of the flanks, felt that it was always possible for RED to flank around me when i was pushing as BLU. Especially in the first round, when i was playing an Engineer, i'm pretty sure that there were more people in my back than in my front. Some of the flank layout seems like it was made exactly to provoke that kind of gameplay. Per example at the last forward spawn, the stairs of the upper flank start in the complete other direction than the direction i want to go when getting out of the spawn.

Also, some of the flanks seem to lead so far away from the cart that noone was really using them. The primary example would be the RIGHT flank from BLU first spawn. I walked through there for a few times and never met anyone else there until it leads back to the main route about 2(?) capture zones later.

I really think that this map looks and plays promising, but i also have the feeling that you could remove quite a bit of gameplay space without losing much, because there is simply not anything going on there except for a rogue dude flanking completely around the attackers every now and then.

*edit: Changed left to right. Sorry.
 
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Atlusia

Designer of a bygone era
aa
Dec 13, 2014
269
455
So, i've been playing this. It already looks nice, but i think there are a few problems. Because of the size of the map and the length of the flanks, felt that it was always possible for RED to flank around me when i was pushing as BLU. Especially in the first round, when i was playing an Engineer, i'm pretty sure that there were more people in my back than in my front. Some of the flank layout seems like it was made exactly to provoke that kind of gameplay. Per example at the last forward spawn, the stairs of the upper flank start in the complete other direction than the direction i want to go when getting out of the spawn.

Also, some of the flanks seem to lead so far away from the cart that noone was really using them. The primary example would be the left flank from BLU first spawn. I walked through there for a few times and never met anyone else there until it leads back to the main route about 2(?) capture zones later.

I really think that this map looks and plays promising, but i also have the feeling that you could remove quite a bit of gameplay space without losing much, because there is simply not anything going on there except for a rogue dude flanking completely around the attackers every now and then.
thank you for the feedback lambda! mega and i will get to work on it as fast as possible
 

Atlusia

Designer of a bygone era
aa
Dec 13, 2014
269
455
After 7 months I have released a14 of hinden! this is a complete remake of the previous version taking references from both the original and the remake, this version will also try to fix the length problem and give a more push and teamwork based playstyle while giving classes a better performance.

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Tuaam

L6: Sharp Member
Jun 26, 2015
376
248
The Battleship looks pretty good. If you make it look convincing enough you could pass it off as a model and not even need to work on an alternative.
 

Atlusia

Designer of a bygone era
aa
Dec 13, 2014
269
455
-file size increase by 10 MB :(
-detailed the point A building
-point A building is now "muddy's cafe"
-added a fence to point B
-removed metal building on B
-added useless hiding spot for spies to B
-detailing to spawn, A, B, and C
-fixed spawn bug
-pushed red forward spawn back 200 hu
-almost beta btw

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Atlusia

Designer of a bygone era
aa
Dec 13, 2014
269
455
Xeli
-re-located red forward spawn to the back of C
-remade last allowing red to hold an inner defense angle
-more detailing to point A, B
-added simple set soundscapes
-fixed 2 sniper sightlines (and most likely making red engies a bit more useful at the start of the map)
Anreol
-redid some clipping
-added detail to old red forward spawn

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YOYOYO

41 crashes and counting
aa
Jul 10, 2017
595
505
Ooh! another frontline payload!
 

Atlusia

Designer of a bygone era
aa
Dec 13, 2014
269
455
Hinden has had a 2-year update cycle and we are nearing completion,
for the whole of this year, I will be doing major and minor gameplay changes to the map, the map is also being dedicated to a long time family member that has passed away

Sally Marie Giedd 1950 -2018

-detail galore
-new last
-redid some buildings around a and b point
-a deathpit has been put by blues forward spawn
-redid the stairs by point b
-added an arch over point b
-smoothed out the road near point b

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squ1rrel

L4: Comfortable Member
Apr 11, 2016
167
24
I like the battleship!
 

Atlusia

Designer of a bygone era
aa
Dec 13, 2014
269
455
"are we b1 yet?" the answer is no, I've been on a long hiatus after the last test in may (had to deal with a family breakup, not going into details) but now im putting all my focus into hinden until its rc now

-changed church stairs to a 45degree flank
-extended 2nd point curve back area by 512hu
-red spawn has been remade
-new out of bounds detailing
-removed 2 health & ammo packs around the map
-new health & ammo pack inside the side room of red spawn

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