Runoff

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
KOTH Runoff, a new map by Nineaxis and Flame. Teams battle for a hill on a mountainside.

Thanks to:
MangyCarface
 
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lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
That looks like a massive firing line right to the point.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
I agree, screen shot 2 does have a rather large sight line to the point, but only testing can tell whether it's "bad" or "good."
It's looks pretty nice so far, can't wait to test it!
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Screenshot three tells me another story. It seems like it's too far off the path for a medium healthkit, and there's no patch under said item anyway.
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Thoughts from the test:
- Need to break up sightlines a bit
- Lower route needs to be more prominent
- Major route is too open to effectively use
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
Played it, and it was very nice!
But:
1. Put the control point IN the building, there is no reason for it not to be there.
2. There are long sightlines near the point, as a sniper I dominated the field, not to mention when 3 more snipers joined me...
Keep up the great work!
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
haven't played it but:
ideas.png

Maybe add a dropdown from inside hut down to the health, add cover around the outside part of the point (boxes like near slate cp2/4), also consider adding the indoor path i suggested from the cliffside with the health up and onto an overlooking catwalk
 

drp

aa
Oct 25, 2007
2,273
2,628
will it be a natural stream, or sewage runoff?
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
A2 released

* Shortened cap time
* Made mid building slightly smaller
* Changed catwalks to face mid
* Added dropdown to lower level from mid
* Added more health and ammo
* Various minor layout adjustments
* Added rocks to help with sightline at mid

Wanted to test some smaller layout changes before adding the new routes to upper Mangy suggested (I'm definitely keeping that concept in mind).

Not deciding on a theme yet.
 

ANova

L7: Fancy Member
Jul 16, 2009
415
132
Do what mangy said with the small house with the crates
 

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Problem with that is it requires making that shack taller, which requires a ramp on the spawn side to be bigger, and the stairs inside the building have to be redone to make room for the doorway. While I like the idea of an additional route there, I'm unsure whether it justifies tearing apart part of the layout that works fine right now. I'm also unsure about how much that will tie the lower route into the game, I'd like to explore some other, less map-tearing-apart options first, keeping it in mind for later if it comes to the point where I'd like to see it used.
 
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Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Alpha 3 released, added the mangyroutes

Alpha 3 (July 29, 2010)
* Added MangyRoute(tm) from lower shacks to team buildings
* Reworked team buildings to accommodate MangyRoutes
- Rotated stairs inside building
- Moved doorways
- Upper doorway now faces mid
* Tightened map layout in certain places
* Added additional cover
* Various minor layout changes
* Clipped waterfall to stop exploiting
 
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Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Was very fun too play, even at the beginning with 600 ping I was amused. :) I hope you can detail this after a time. :D

Also, I don't know but, it felt easy too airblast people off the cliffs, maybe add some fences like the ones in upward so it's not that easy to push people off. :)
 

TerabyteST

L4: Comfortable Member
Aug 18, 2009
181
82
You should put a nobuild inside the waterfall, people kept building/hiding in there