Combustion

KotH Combustion b1

Apr 13, 2009
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Updated to a5.
Yes a5, you will never get to see a4 because apparently I updated version number before releasing it.

Most obvious change is I'm getting rid of the totallyredorange skybox, trying a only-slightly-ostensibly-red-badlands-edit skybox instead.
The cap area remains the same as in a3.
Transition area from spawn to battlements has been simplified a bit. Hopefully it's more straightforward and easier to go where you want to without taking a detour.
Most important change probably is I've removed everyone's favourite narrow sniper window. Now there's a whole sniper deck on the left !!!11
This is more practical to use as you have a much wider field of view as well as the possibility to move left and right to get a better sightline, but it's also more vulnerable to fire from below and above. I think. Also avoids the awkward situation where 2 or more players are pushing each other, trying to shoot through a narrow hole, and it can be used by other classes to jump quickly on their team colored train car, which puts you at a height advantage directly above the point.
 

McNuggetFiend

L3: Member
Jun 22, 2009
147
51
Now this is what I like to see. I'm in the process of moving, but once I'm all setup, I look forward to trying this one out.

now back to work > : |

*cracks whip*
 

waxpax

L5: Dapper Member
Feb 25, 2011
238
151
We pugged your map tonight, twice, actually. It played pretty well. There might be a little too much health on mid since all the mediums are really close together, maybe change them to pills or just keep one of them on each side. The sniper sightlines are pretty powerful and it can be difficult to make a play on a sniper that sits on train since he can drop off pretty easily to avoid any spam coming at him.

Stv's:

http://www.mediafire.com/?4agtc2rs3q0d790
http://www.mediafire.com/?fxyikecrsk2w3dd
 

Schrikvis

L1: Registered
Aug 3, 2011
37
11
1. Tell people about the skybox in chat.
2. Backstab them while they're gazing upon its awesomeness.
3. They rage, go spectator and continue being overwhelmed by possibly the greatest skybox ever.

I tested the map with bots.
Guess what?
It went just fine. No complaints.
 
Apr 13, 2009
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And it's done. Updated to b1 :

-Full detail pass
-Taken steps to nerf sniper spots
-Reduced one medium health pack to small on each side
-Initial spawn timers back to 8/8 instead of 6/6. Spawn timers after capture are unchanged.

Featuring a few construction pack assets and a couple overlays by void.
 
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waxpax

L5: Dapper Member
Feb 25, 2011
238
151
Pugged your map last night: http://www.mediafire.com/?h6aadtzjtxr59es

Did you change the skybox? It looked different, but it might just be because the rest of the map seemed brighter.

I think you might want to move medium to the left corner of mid; the way it is, you have a pill on the top right and a medium right below it, that's a lot of health to use on that part of the map. I think you may also might want to block the windows on mid like you had on the alpha, the way it is, while you hold, you can easily see what the other team is is doing while they set up on the top left, which is really the only way to push into the point. I think you might want to get rid of that gate you added top left, there doesn't really seem to be much point to it other than protecting a peaking sniper. Someone also wondered why you made the lower left half closed in this version since it makes spamming that entrance a lot easier.

Also, I made this from the pugs we did on your map a while ago, too: http://www.youtube.com/watch?v=9ngOyXGD7Wk
 
Apr 13, 2009
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Hey, thanks a lot.

Did you change the skybox?
2D, no (or at least I don't think). 3D yes to accomodate for the larger size of the map. HDR is enabled in this release, so if you have it enabled that would make a difference.

I think you might want to move medium to the left corner of mid
Well the reason I'm reticent to move that health pack is because where it is, it can be seen from anywhere, so people who don't know the map would find it easily. I reckon the pill just above it is probably overkill. Also it seemed to me like the left route was used most, being slightly more direct, so that's why I put left the medium pack on the other side. As for turning everything into pills, well, I felt they don't heal enough, when you don't have medic

I think you may also might want to block the windows on mid like you had on the alpha, the way it is, while you hold, you can easily see what the other team is is doing while they set up on the top left, which is really the only way to push into the point.
Yeah that can be a problem... I don't suppose it would be acceptable to make one-way windows outside of spawn ?


I think you might want to get rid of that gate you added top left, there doesn't really seem to be much point to it other than protecting a peaking sniper.
As it stands it was meant to protect people passing by from a peaking sniper on the oter side, but it's a double edged sword...


Someone also wondered why you made the lower left half closed in this version since it makes spamming that entrance a lot easier.
Uh that was also to remove the sightline from one side's perch to the other side's stairs. Since those stairs arent going to be used much by the team on that side I might as well remove the half shut door.
 
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Sep 1, 2009
573
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Just a little question: What is holding up those metal pieces in the middle by the railings?