Zero G

KotH Zero G a16c

Ninjilla

L420: High Member
Sep 13, 2008
445
116
If any class can get up there, I think it will empower heavies a lot. When we tested, 2 of them held the point for a long while because only soldiers or demos could really get to them safely, so heavies were a big threat already.
 
Aug 10, 2009
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Really? Must have been on my team because I didn't notice :p

Well that is a little troubling, but I don't want to open up the windows above the mid cap because it let soldiers/demos camp it (effectively), althought I might with the changes I plan to make for a3.

BASICALLY, a2 is what I would consider a failure. Every change I made had a better alternative or didn't need to be made at all. So, I'm making a3 off of the skeleton of a1c. I'm going to raise some areas on the map so that engies can't get up there, and I'm also going to open up the glass again in hopes that it could curb this heavy effect. Unfortunately this means there were very little changes between a1 and a3.

This worries me because I think it could be indicative of a big problem going under the radar, which is what happened with thunderclap(it played like a dm map, not a 5cp map).

Expect a3 tonight, very few changes make for a very quick release.
 
Aug 10, 2009
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Hooray koth_zero_g_a3!


I'll get right down to it. As I said above, I really didn't like a2. So, here's a3! The newest (as of now) version of zero_g!

Changelog
+Removed all changes made in a2 (except some clipping changes)
+Added some detailing to the mid building and high bridge
+Removed small scaffolding from middle bridge
+Removed areaportals from mid building
+Raised heights of mid building and high bridge to prevent engie camping
+Raised playerclip height to be just below skybox height

Now, screenshots!

A new overhead of Zero G :)
koth_zero_g_a30000.jpg


Shot to the side showcasing the glasswork on the new building :D
koth_zero_g_a30002.jpg


Shot from inside the mid building showing the two new doors (and platforms/hand rails) I added to the room.
koth_zero_g_a30001.jpg


Shot looking out from the high bridge (you finally know what it is! :O) into red spawn, my god saying shot this much makes me feel like a photographer D:
koth_zero_g_a30003.jpg


There's not that much going on in this update aside from detail, so if anyone has any feedback or comments they want to share about the map, now is the time! I'm considering going over to beta soon if there isn't much people have to say about the map, so please say it now!
 
Mar 23, 2010
1,872
1,696
i really like the U-shape of the map, but you should probably do something with those big open flat spaces. layout doesn't feel complete when its got them.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
The middle building is really unused. Replace the control point with something else, and move it into the building. I also hate hate HATE the gravity changes.
 
Aug 10, 2009
1,240
399
The middle building is really unused. Replace the control point with something else, and move it into the building. I also hate hate HATE the gravity changes.

I know I know I know :p

I'm going to tone it down, but the map is supposed to be a bit gimmicky so it's part of the core gameplay of it. I don't know whether it affects grenades from demos though, if it does then I shall have to find an alternate way about the gravity.
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
From what I was seeing, it was affecting pill grenades, sticky bombs, and the sandman.
 
Aug 10, 2009
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Updated to koth_zero_g_a4!

DOWNLOAD LINK HERE

No new screenies since it's mostly the same as far as looks go, but here's the changelog.

Changelog:
+Moved capture point to the middle building
+Clipped the entire roof of middle building
+Raised gravity to .73 of normal
+Added additional small health packs to the outside areas of the map
+Changed brushwork in spawns to make other exits more apparent

Please download, test & enjoy!
 
Mar 23, 2010
1,872
1,696
main problems in the test was that the most cramped areas (capture point and the shortest path) were most taken and they weren't as fun to fight on as the big open space that no one took. it was also very easy to spawn camp, and i felt there was too much health (although it allowed for some interesting battles).

earlier you were talking about quitting mapping, and i dont think you should. very fun map.
 
Aug 10, 2009
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Thanks alot :)

I'm going to try to make something larger of the middle building, probably expand it into the open space at its sides by a few units. I'm also going to try flipping the area where the previous cap was to face the middle building, effectively creating a bowl/arena that would be next to the middle building. I would be removing the area behind the previous point though. I'm also hoping that flipping the previous point will allow me to put in some buildings in the open space to nerf the scout dominating power.
 
Aug 10, 2009
1,240
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koth_zero_g_a4 has been updated!

Introducing koth_zero_g_a5!

Changelog
+Reworked previous hill area keeping the base structure intact
+Added various effects around the map, namely to lifts
+Expanded middle building to be longer along the Y-axis
+Small changes to light color indoors to create a more noticeable contrast between in and outdoors.

Screenshots!

The lifts now have visual and audio effects! I'll probably bring this over to thunderclap too.
koth_zero_g_a50000.jpg


The new back area of the map, reworked from the skeleton of the previous point's structure now rotated 180 degrees and re-incorporated with the map.
koth_zero_g_a50001.jpg


The new middle building complete with CP: a little wider around the waist.
koth_zero_g_a50002.jpg


A new alpha deserves a new overhead-ish picture!
koth_zero_g_a50004.jpg


Please test and DOWNLOAD! :)

Bonus points for those who notice the lighting change :D
 
Aug 10, 2009
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Just so I'm clear on what should be changed for a6 (a reminder to myself as well):

Doing:
+move most of the powerups to the lower end of the map
+pak voids model in this time :p
+spawncamping, spawn camping, spawn camping
+add a few more entrances into the cap building

Considering:
+possibly making spawns across from each other, with the middle point in the middle
 
Aug 10, 2009
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I'm not too sure which roof you're talking about :p
The roof for the middle building was unclipped in (if I remember correctly) alpha 2-4, but I closed it off as it was too problematic as soldiers and demos got an amazing advantage.

I'd love to add more lifts, but I honestly can't think where they're needed. Also, the current lift was a bit of a mistake, I jacked up the push speed because the player would hit the far wall, so it didn't matter how fast they were going :p
 
Aug 10, 2009
1,240
399
Updated to koth_zero_g_a6!

I won't lie to you men, this one was a quickie. Why? I'm experimenting with this layout before I make any decisions. Those decisions would be to move the spawn areas to the sides of the map, not the top. No pictures this time, just a mini update.

Changelog:
+Removed windows looking out from spawn, replaced them with angled slats
+Moved the majority of power ups to the lower portion of the map to increase traffic there
+Slight adjustments to the lighting
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
I liked it, but I feel like the main point is too simple and not the main part of the map. I felt most of the battles happened in that area to the left/right of spawns, with the giant hole in the top level, and the low-grav thing at the bottom. I also don't like that I'll fall back down to the bottom if I take the push in the middle part (about 50% of the space at the bottom)

if that makes sense