KotH High Noon

The_Ulf

L6: Sharp Member
May 26, 2009
399
115
<3

Hahaha, Friend egged me on to do it. Lookin' to get a gameday in soon, hopefully one I can actually attend! :D
So I'll edit that post into gameday bump/feedback.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
The map was pretty fun though there seemed to be a tactic that became apparent, that in controlling the basement with a sentry nest and teleporters allowed a significant advantage.

I'd recommend changing the ammo to a medium, and putting some small ammo packs around the CP location. Either outside on either side of the CP building, inside the CP building by the small health, or on the ledge above the small health in the CP building.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
This is going to be fun to see in its detailed form. Can we expect the well to become a prop and that pyanner to be replaced with an upright?
 
Dec 25, 2007
566
439
Right, after playing this on gameday, my initial impression is that only one of the three pathways from spawn is generally worth taking:



The blue pathway, on the ground level, is the worst. It takes you right out to the courtyard at the front. The green pathway is not much better; it leads there also, and has a natural height advantage all the way, but still leads there.

The courtyard is problematic, because the only way from it to the point--except for rocket/sticky jumping--is through the front door, which is a narrow bottleneck that's also highly exposed: it has no cover nearby.

The purple path (or the green path jumping off at the first arrow shown) is the best by far: it doesn't take you near enemy fire, and gives quick access to the upper floor--probably the best way to assault the point, given the height advantage--and to the sewers. The sewers are the second-best way onto the point, as they have the cover of the bar, and a quick retreat down the ramp into cover and towards health/ammo.

So the purple path is almost always the best way in.