wintersun

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
koth_wintersun
(Named by Beanz)
First release, so a lot may change. Haven't tested yet, but would like to knwo what you think of it currently.

I feel there may be health/ammo changes etc, please post feedback/bugs/comments.

Not sure what to write right now, almost falling asleep, may update this later.
 
Last edited:

Balloonsfor600

L1: Registered
Sep 7, 2009
45
18
I haven't run through it yet, but the map looks great. I like the truck partially buried in the snow. The screen shot from under the tree is also pretty cool. Putting the cp under the bridge is a great idea and it should create some unique offensive and defensive strategies. It looks like there is some good cover for engies to set up... provided they have the time. This map looks like it will really favor that tug of war style KotH game instead of one team holding it the entire time and just owning the other team. I look forward to playing it.

I do have a question for you though. I am making a snow themed map too (ctf). What snow textures are you using? I like the dirty snow one especially. Are they custom made or are they in Hammer and I am just missing them?
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
I do have a question for you though. I am making a snow themed map too (ctf). What snow textures are you using? I like the dirty snow one especially. Are they custom made or are they in Hammer and I am just missing them?

Thanks, I hope it works well too. Was a bit worried there was too much open and too enclosed aroudn the cp.

I also missed the texture at first. It was my friend that told me the name...I now we've both forgot :blushing: *Loads up sdk* It is called nature/blendgrastosnow001 :)
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
Looks great so far, I like the reuse of the 2fort bridge and the general design of the CP area. I hope this plays well because from the look of it, you've spent a lot of time on it and it deserves to do well!

I don't think you have much to worry about, it looks pretty sound - open areas are quite useful as well as closed off locations, you just have to manage them well. Good luck with this! :D
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
Very nice use of the 2fort bridge... Put it up for gameday, I'd love to play!

Would do, but I haven't optimized it yet. Displacements have invalid neighbour thingy error so I can't get any areaportals in :/

I manage to get 40-50fps, which is OK I suppose but others I fear the map would clear the server due to lag.

Any help on the error btw anyone? I've deleted and remade the displacements but no luck.
 

uma plata

L6: Sharp Member
Jan 20, 2009
294
93
Liking the way this looks

If it were me, I'd stay sparse on the detailing, keep that bleak snowy atmosphere going
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
The point seems a bit hard to cap back if theres a sentry. And for koth, you should keep one thing in mind: there should normally not be a way to get towards the enemy spawn without walking over the point. If you look at viaduct, you there isnt any way to get towards the enemy without being seen from the point. This should force the players to attack the middle, and not spawncamp and such.

And as already mentioned ingame, the way to the point could be a bit shorter.
 

Wegason

L3: Member
Aug 16, 2009
147
64
The point seems a bit hard to cap back if theres a sentry. And for koth, you should keep one thing in mind: there should normally not be a way to get towards the enemy spawn without walking over the point. If you look at viaduct, you there isnt any way to get towards the enemy without being seen from the point. This should force the players to attack the middle, and not spawncamp and such.

And as already mentioned ingame, the way to the point could be a bit shorter.
Not necessarily, after all, Nucleus, Sawmill, Harvest allow you to not go through the point.

I haven't played it but it looks good and I like the look of the map, unfortunately I couldn't make Gameday yesterday.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
The point seems a bit hard to cap back if theres a sentry.

Thought I made it pretty hard to place a decent sentry. Whereabouts was the sentry and how many people were on the server/being pwned by it?

And for koth, you should keep one thing in mind: there should normally not be a way to get towards the enemy spawn without walking over the point. If you look at viaduct, you there isnt any way to get towards the enemy without being seen from the point. This should force the players to attack the middle, and not spawncamp and such.

The buildings were intended for better spy/pyro ambushes, didn't think about he spawn camping factor too much. Would it be wise to block the routes to the spawns? ie. Only the red team can go through the caves to red spawn.

And as already mentioned ingame, the way to the point could be a bit shorter.

Wasn't actually there so thanks. May remove a couple of ground displacements between spawn and cap. The map was sort of intended for koth, then I decided on 5cp, then back to koth, which is why it may seem a long way.