KotH Rundown

Fruity Snacks

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Sep 5, 2010
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Map by:
Joseph "Fr0z3n" Radak

Thought of this map on my way home from college. Designed it and then made it in ~1 day.

Due to recent budget cuts, both sides have to reopen their once abandoned sawmills to get back into the swing of the hardwood business. Unfortunately they reopen the same mill and are on dispute of who holds the main building. Rundown takes place in the middle of this "arguement"

Thanks to the following people for their assets!
Construction Pack contributors
Swamp Pack Contributors
Bulletcrop contributors
Rexy: Forklift
Loc_n_Lol: Hacked dumptruck-turned-flatbed
Godslayer: Beware Tree Ninjas sign

Here is a very dark, roughly made replay of a run through of the map: To crappy flythrough!


As always, I have this on ALL my maps: If any of my maps go official , I will donate half of my stamp money to the Childs Play Charity. Its a great charity doing a lot with the gamers everywhere.


No Editing of this map without permission to the author, please. Either post here or email me at the above email.
 
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Fruity Snacks

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Alrighty, download is up. added a small 2 story building to the sides for easy circular moving around the map, built cubemaps, did some optimization (used area portals for the first time :D) and did some overall awesome things.

Edit: Posted for gameday
 
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Fruity Snacks

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Updated to a2:

I just modified things based on the feedback I received during gameday this afternoon. That includes adding some health and ammo on the balcony's around the center point to allow for anti-camping fighting. I adjusted the tunnel beneath the main point/building for optimization reasons, and as a cosmetic thing I adjusted the textures so that they line up.


Don't think I can put this up for weds. gameday, but if there is a low turn-out I may anyways.

Since it looks like the layout is okay and the feedback I'm getting is minor, I'm going to start doing low-level detailing. Honestly, I'd hate to push this into a beta really soon (because I don't think its ready) but if its fine, I will.
 

Fruity Snacks

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Updated to a3, changed the center point a ton (looking for feedback on that).

I've decided to start moving towards an abandoned alpine theme, so hopefully I'll start working with that.

Thanks to those who put up with my nooby questions and helped me get some of the issues I had fixed/gave me some solid feedback.
 
Aug 10, 2009
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So I mentioned this in the game, but I'll post it here just so you can come back to it :)

I felt that the gravel trucks on either side of the map could use two-way wooden ramps so that players could run up and over them (try putting the ramps against walls so that players don't fall off either side) without having to go through the white middle flank buildings.

The white middle flank buildings need more space. They're pretty cramped and it gives pyros and explosive classes a big bonus. It also just makes the room spammy, so most players die soon, and that's never fun if you've got one life per round. I suggest expanding the rooms outward on the upper level so that there's something of a room between the stairs (384x348 box between them or something). Also, may I suggest expanding the walkways in front of the stairs to 256 units wide each, and maybe connecting the upper level to something, like the gravel truck. I feel like giving players more options in there would make it a much more favorable area.
 

Fruity Snacks

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Thanks Absurdistof for posting that.

I'm doing the side buildings now, along with the ramps. I was going to look for a better window model and use that for the upper level, just to make it so you can easily jump out of the upper part if your being chased.

I'm trying to figure out the best way to deal with the pyro's dominance on the map... I'm toying with the idea of replacing the 2 large towers in the corners with something to combat that, possibly part of a river or something. I'll figure that out as I go along. I'm dealing with the side buildings first...
 

Fruity Snacks

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Alright, a4 up.

This modified the side buildings a bit, and added that 2 way ramp that Absurd asked for.

I'm still trying to figure out how to deal with pyros. I could flood the basement beneath the cap point, but then that just makes that a maybe-not-so-viable route around. I'm hoping that the fact that there is some wide open spaces will make it less likely for pyro's to dominate... if this isn't the case, then I'm going to be looking into something alpine-ish to add to make it so that you can extinguish yourself.

Any feedback from career pyro's would be great and well appreciated.

happy/merry christmas/festivus/hannukah (i know thats late)/Kwanzaa/solstice/birthday whatever, just enjoy the day :)
 

Fruity Snacks

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Alright, after traveling, working on the contest map (which I may probably scrap and start anew), and school stuff, I have a5 ready!

Things I did:

-made the ramps on the trucks 1 way.
-Did some minor lighting detail to the center
-Added some props to prevent falling/cut down damage done
-You don't jump out of windows when starting the round now
-CUBEMAPS FINALLY BUILT PROPERLY PRAISE THE TRAIN GODS!
-Added a stairwell from the lower level to the higher level.


I havn't raised the side buildings ceilings again, I will do that next update when I add spectator Camera's. When this is tested I'll want feedback about flow, and where there is a dam in the river that is my map.

Thanks for all the feedback so far and the support.
 

Fruity Snacks

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Alright, well after todays gameday, I didn't hear a ton of MAJOR feedback about the map, and what I did hear, was minor, and was going to be fixed anyways.

So, I'm heading back to school in a couple days, so the next update for this map will be who knows when, and will probably be first beta, or last alpha, depends on if I get a responce from this post about feedback I may have forgotten...

For the next update (a6 or b1) I'll be raising the ceiling to the top floors height (~170hu). I will be adding 1 more health pack down below the point. And I fixed that silly wall in spawn that you could stand on.

If I do push to beta, I'll reach my goal of having this map into beta before I go back to school, so... *highfive* to myself.
 

lana

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Sep 28, 2009
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Here's some major feedback: the layout just doesn't feel like an arena map. It's way too broken up and too large to run arena on. It needs to be smaller or at least have less separated areas so that it's not as easy to run and hide and so the fight is a little more controlled. Just look at Lumberyard: it has large areas that promote fights between teams, not individuals. During today's test pretty much all my fights were 1 on 1 or 1 on 2. It just didn't feel like I was playing arena.
 

Fruity Snacks

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I guess I'll go back to alpha then :/... Jumped the gun in my urge to make

Alright, this is what I wanted to hear. I'll look at lumberyard and the other arena maps.

I think I see what I can do to fix this.
(what i'm thinking now is:
widen the side roads (not buildings), take out the little entry buildings and replace them with the well style doors like lumberyard) and I'll start there.)

Anyone else have any more feedback, I didn't get a lot during gameday, and I know that everyone hates arena (except me, and I guess Presitge) but, anything else?

-Looks back at lumberyard and others littleedge just mentioned-
 

Fruity Snacks

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Sorry for not having the link up, I didn't intend on releasing this version, just wanted to see where it went, then released it but here is the link to the map for anyone who wanted to try it out/look around

I'm just curious is this layout is better than the last one. Alot of what i'm hearing now is the last (older) one was better/good, but it just needs to be a little more open.

http://dl.dropbox.com/u/8526839/arena_rundown_a6.bsp
 

Wilson

Boomer by Sleep
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May 4, 2010
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arena_rundown_a50001.jpg

arena_rundown_a50002.jpg


Some cramped spots that could be less cramped, i clipcheck it later.
 

Fruity Snacks

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o/

I'm back-ish. Been away because of sickness, reworking this layout, school, etc, (Technically, a6 and a7 werent officially released)

You'll notice that this is now KoTH map, I had some feedback that it would be a better KoTH map, so I changed it to it, just cause I can. ******I need someone to make sure this was packed right, Atm I can't currently test to make sure the upper door textures were packed*****

anyways, its the same layout, and I'll be wanted to know from people if this is a better Arena or KoTH map (or both!)... and I'll be adjusting accordingly later on.

Thanks, and if there is any issues with packing I will make sure to fix it ASAP.


******EDIT: Forgot spawn visualizers. will add them tonight.******
 
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grazr

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Spawn was a bit of a camp fest. You might want to seperate the spawn from the CP building with another set of walls/structures. Snipers could camp the doors pretty easily and the spawn wasn't exactly in a positive position, spawning players usually at a disadvantage.

Put some health below the CP. Players were always retreating downstairs only to find there's no health, infact the map itself had, what, 2 small health packs? Put a medium downstairs.

Not really sure what else to add. Leaving spawn was a stressful experience, capturing mid was hectic and a panicky event. The map was OK but i didn't enjoy it as much as i could have. I just had most of my fun jumping around and onto snipers and pyros with my gunboots.