KotH Circus

Yacan1

D I G I T A L I N F L U E N C E R
aa
Nov 7, 2010
411
793
needs 20% more rings of fire
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Regarding the large white building next to the CP and between the two train tracks, sentries just inside of the doorway and looking onto the point can be a real pain in the arse as there's no real flanking opportunities besides fighting head to head and hoping the SG doesn't get you in the process.

The version we played was with the one that had the metal tank by the CP and i can't tell which image is the most up to date. Perhaps your new version plays a little differently. But gameplay after a few rounds became engi's setting up inside that doorway covering the point and then attackers fighting head to head in order to take out the SG from a more comfortable position.

Not sure what sort of gameplay you desire for circus but this got really repetitive after a while.

Other than that, many people commented saying it's like how comp players wanted viaduct to play. I enjoyed it until the engi's found that niggly spot looking onto the CP.
 

Egan

aa
Feb 14, 2010
1,375
1,721
I played the map on the gameday earlier today, and I actually saw it a while back and was eager to play. (I just like the idea of a circus themed map.) The map looked and played subtely like viaduct, but had it's own flavour. If that makes any sense. I also really did like that ticket booth area up back behind the capture point. Althought it had the interesting look and style, it felt very open and large, and playing as a pyro I felt too unprotected unless I was staying inside of a building.

I'm not the best at feedback in the slightest, but I hope this helps a bit. It might just be me feeling that large-ness.
 
Feb 14, 2008
1,051
931
I don't think the indoor bits are the most interesting combat spaces, they tend to be shaped more so they are more readily optimised rather than interesting to play in.
 

YM

LVL100 YM
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Dec 5, 2007
7,135
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I don't think the indoor bits are the most interesting combat spaces, they tend to be shaped more so they are more readily optimised rather than interesting to play in.

Mostly seen redesigns as of the next version. I stuggle with small indoor spaces and not just ending up with the easiest space to optimise, but something that flows nicely too.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Sorry, right.

In your original lighting, you had light shining out of the upper windows and creating a shadow of the window frame on the opposite building. You could try and do a similar thing with the fence gate and the headlights. The shadow of the fence gate onto the wall of the opposite building would be interesting... Not sure how it would look, but it would help accent the lighting.
 

YM

LVL100 YM
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Dec 5, 2007
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I tried getting the right most door fully lit by the headlights, the middle has some shadows from the gate on it, as does the right side of the right most door (look in the third image)
 

YM

LVL100 YM
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Dec 5, 2007
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Page update

30.JPG
 

RaVaGe

aa
Jun 23, 2010
733
1,210
Looks cool, the red light is out of place, and you should smooth a lil' the displacements on the top, it's too curved imo.