KotH Torx

NinjillaX

L3: Member
Apr 4, 2011
114
36
I think I compiled without clip brushes on... shite. Sorry Wax, that test was a bust! :O

Perhaps I'll use invisible block brushes until I can think of a way to stop that spam, I dont want to block off the whole thing with solid brushes just yet and make it feel cramped in, but I dont want nade spam either. Decisions, decisions.
 
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NinjillaX

L3: Member
Apr 4, 2011
114
36
Okay, Alpha4a! I made sure to compile with clip brushes and added a sky in there for good measure.

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Alpha 4a changes –

- Added a sky, no more pure blue
- Compiled with clips, derp
- Put blockbullets on the spammable buildings until I can think of a logical solution; hopefully this will get people to play regularly
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Hope this one goes smoothly.
 

NinjillaX

L3: Member
Apr 4, 2011
114
36
Another update! Still have a good list of things to do, I need to think of ways to prevent the team who has capped from pushing, ideas?

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Alpha 5 changes –

- Rearranged health and ammo placement.
- Revamped inside of spawn, no more splitting of teams.
- Detailed spawns a bit.
- Things to do: Fix rock clipping, reduce soldier jumping ability, find ways to stop teams from pushing into spawn.
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NinjillaX

L3: Member
Apr 4, 2011
114
36
Update to Alpha 6! I really wanna see if the areas I added prevent the team from being pushed into spawn, biggest thing I've added in awhile.

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Alpha 6 changes –

- Added some geometry to stop Demos and Soldiers from getting to the point as early.
- Created sections that allow teams to rest near the point without being pushed (testing them, thanks languid!)
- Changed the rocks near the point, should lessen clipping issues and offer more cover for those attacking the point
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waxpax

L5: Dapper Member
Feb 25, 2011
238
151
We played a6 tonight, we had some problems with ammo, you might want to put the small packs by the rocks back. You might also want to add health to the rest areas too, so a medic has a better chance of surviving. Most people didn't like the beam you put across the front of the point to stop jumpers since you can't jump over it at all, I know you don't want jumpers to have too free of rein, but I think it was better when you could jump through that spot, it's really hard to attack center if you can't jump your soldiers to get the damage output. So, either allow people to jump over it, or just get rid of the beam, maybe.

stv
http://www.mediafire.com/?93dx65fkoz225ak

mumble recording of the post map discussion
http://www.mediafire.com/?gmfgs6szwx9sh17
 

NinjillaX

L3: Member
Apr 4, 2011
114
36
I'm worrying how the beams and ammo would work out during a game played with pubbers, so I'll wait till gameday to make any big changes. Thanks though :)
 
Mar 23, 2010
1,872
1,696
I really liked this map. It felt a little on the small side, but if it were any bigger i'd think it would get worse.
 

tyler

aa
Sep 11, 2013
5,102
4,621
The fence in this picture is hard to see from mid or just behind mid or something

eEM29.jpg


I just remember being mad that I wasn't hitting people and then going forward and thinking "oh, there's a god damn fence"
 

NinjillaX

L3: Member
Apr 4, 2011
114
36
Yeah, Ive been thinking about making it a solid fence so people who have the point capped cant see the offensive team trying to push.

I'm thinking about lowering the cap time by another 2 seconds, making it 7 seconds. Then I would increase respawn times for those who own the point by 2 or 3 seconds, thoughts?
 

NinjillaX

L3: Member
Apr 4, 2011
114
36
Update to Alpha 7 and 7a! Going into the next game day, wooters.

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Alpha 7 changes –

- Started some minor detailing.
- Switched the side passage's health pack to a medium
- Lowered skybox in the spawn area
- Fixed spaces under the stairs
- Modified cap time to 7 seconds with a 2 second increase in spawn times to those who own the point
- Modified skybox brightness

Alpha 7a changes –

- Added more clipping and func_detailed some mirrored geometry

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NinjillaX

L3: Member
Apr 4, 2011
114
36
Gameday bump! I appreciate the comments so far, but just wondering if there are layout concerns?
 

NinjillaX

L3: Member
Apr 4, 2011
114
36
Thanks! I really dont know how I want my buildings to look when I detail them, as they are currently pretty blocky. Hope some inspiration hits me :O

I'll run it through more tests and if they come back positive on the layout, I guess it'd be... BETA TIEM?
 
Aug 23, 2008
404
380
IS AWESOME. So much better than viadcut for comp. You should totally finish this up.

Only real issue is that holding the hill on the right side is really, really strong right now. When you get blocked off a side of the map like that, we tend to rotate to the next available path to catch a quick flank, but both the middle and right door are so close together that rotating like that doesn't really work very well. Not sure how you fix that, but seperating them with some more brushwork might make that rotation better.