Drought V3
Hydro's Weird CTF Cousin (Twice Removed)
I went a bit bigger for my second go here.
Perhaps too big, but at last I have something that works now.
Welcome to Drought, a CTF map on top of a dam! And not just any dam, but the one seen on Hydro!
(You better appreciate the connection, I spent like a week just figuring out how to accurately recreate the dam.)
But this proximity to Hydro is not without consequence. For this map has a very Hydro-esque gimmick!
There are three routes across the dam to the enemy base. Each has two gates, except the top one which has one:
Every time a team caps, a route's gates are chosen at random to close while the others open. Lights in the spawn rooms and a buzzer indicate which have closed (One buzz for the top, two for the middle, three for the bottom).
The entire dynamic of the round may be changed by a cap!
This is still pretty early development. Sightlines are probably too long (though the worst ones are mostly avoidable) and rooms are rather empty. Still, if I can bring myself to keep at this for however long it will take to perfect, maybe this will become a favored choice among those who like sillier maps.
For now, it is my hope that you appreciate its ambition enough to take a look.
Thank you.
Perhaps too big, but at last I have something that works now.
Welcome to Drought, a CTF map on top of a dam! And not just any dam, but the one seen on Hydro!
(You better appreciate the connection, I spent like a week just figuring out how to accurately recreate the dam.)
But this proximity to Hydro is not without consequence. For this map has a very Hydro-esque gimmick!
There are three routes across the dam to the enemy base. Each has two gates, except the top one which has one:
Every time a team caps, a route's gates are chosen at random to close while the others open. Lights in the spawn rooms and a buzzer indicate which have closed (One buzz for the top, two for the middle, three for the bottom).
The entire dynamic of the round may be changed by a cap!
This is still pretty early development. Sightlines are probably too long (though the worst ones are mostly avoidable) and rooms are rather empty. Still, if I can bring myself to keep at this for however long it will take to perfect, maybe this will become a favored choice among those who like sillier maps.
For now, it is my hope that you appreciate its ambition enough to take a look.
Thank you.