Oil Rig

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
Got some inspiration from cp_oilrig to make this. Hope to get it tested soon so i can get the layout done and start on the theme.

Alpha 1:
koth_oilrig_a1_04.jpg

koth_oilrig_a1_03.jpg

koth_oilrig_a1_02.jpg

koth_oilrig_a1_01.jpg


Keep an eye out for my album if you're interested =]
http://s209.photobucket.com/albums/bb272/gijsgast/WIP%20koth_oilrig/
 
Last edited:

Hastur

L1: Registered
Jul 30, 2010
39
3
I can't really tell from the pictures, but is this map mirrored?

It looks interesting, especially from a Rocket/Sticky jumper's point of view...
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
It's mirrored like arena_ravine. Not rotated 180 degrees to be clear.
 

Hastur

L1: Registered
Jul 30, 2010
39
3
It's mirrored like arena_ravine. Not rotated 180 degrees to be clear.

Ok then. Just wasn't sure.

Also, you might want to add more bottomless pits and widen the crossing platforms (screenshot 1).
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Air blasting Pyro's of the world unite!

Anything that will cause knock back/off will really ruin gameplay experience for users i think
 

Hastur

L1: Registered
Jul 30, 2010
39
3
Air blasting Pyro's of the world unite!

Anything that will cause knock back/off will really ruin gameplay experience for users i think

I'm presuming that he'll add in a copious amount of railings in the beta build.

But ya, I can see a lack of railings causing problems for anybody playing against a Pyro or Scout.
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
Air blasting Pyro's of the world unite!

Anything that will cause knock back/off will really ruin gameplay experience for users i think

Yeah, I hope it isn't a too big problem. And if so, i can just add railings on the sides like on a real oil rig

protip: dont put a1s on gotfrag

:eek:hmy:
Can you delete it for me then?:rolleyes:
 
Mar 23, 2010
1,872
1,696
I really don't get the obsession with death pits here. could use some fences/barriers at the very least. people complain about hightower when it really only has that one side.

i do like the layout a lot. you do have some troublesome sightlines across from the point though, and some parts are a little open (needs some propspam).

^really my only criticisms. sightlines, death pits, slight openness.

ill ask ehfk to do it later.

just played with him. was pretty bad for someone who said "raped with ease" after every kill.
 

Dragonstorm24

L4: Comfortable Member
Nov 16, 2009
196
66
lol this is kind of funny, I also have an oilrig map that I want to release sometime later on. Suprisingly none have picked up my idea for it.
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
The timer of the cp isn't working. I used ABS' gametype library to copy/paste the koth mode, but the anouncer doesn't say anything... any way to fix this?

And i've been busy with fixing some things, without any test. Just added some rails, props, small layout changes, clips and spec camera's. :)
 

Erich

L1: Registered
Mar 28, 2010
44
29
There's just something I don't like about the water. It doesn't look like the water in the gulf (Of mexico) would look like or whereever this is.
 

Rikka

L5: Dapper Member
Feb 10, 2009
208
388
OH GOD MY EYES.

Never forget again. Never forget again.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I think that's 2fort or Sawmill water, right? Either way, Well water is a very nice blue, use that instead for extra purties.

Oh, and you might want to think of a new name. Even though your map is a different gamemode than cp_oilrig and that map's pretty dead, some people may think Gadget pulled an Icarus and made his map into KotH.
 
Last edited:

archy

L1: Registered
Oct 10, 2009
15
3
I like the idea of your map and your thoughts.

but what i am not sure about are the dimensions and the open range disctances.

what i can tell form your screen nr 4: the distances look HUGE. maybe my eyes are tricked by some big texture scales, so i may be wrong.

oh and a small side note: in you screen 1, your fence is a bit stuck in the ground, but i think that is not a major issue in an alpha 2 :)
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
what i can tell form your screen nr 4: the distances look HUGE. maybe my eyes are tricked by some big texture scales, so i may be wrong.

Maybe it has something to do with the FOV of the observer or something.The length and with are just normal (almost the same as viaduct). :rolleyes: