WiP in WiP, post your screenshots!

re1wind

aa
Aug 12, 2009
644
588
more tease
CB3C31B1B099D2C75B62FAA7BEE32B3D7512DE15
 

MangyCarface

Mapper
aa
Feb 26, 2008
1,626
1,325
There's a lot of interesting things going on at that point. The point itself, is not interesting at all. It's terribly recessed compared to the rest of the battlefield, and players will want to fight everywhere but on the point itself- which ought to be the greatest spot of contention. It's a lesson I learned painfully with yukon.
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
Oh come on now. If you guys keep clogging up the site with awesome-looking stuff like that you're just going to scare all the beginners away.
I guess I'll have to take the responsibility here and post some blocky crud with only the most preliminary of texturing..

Ah, yeah, I have a little design dilemma. I can probably figure something out on my own eventually, but it felt like the sort of thing you guys might find entertaining to solve. I have a bad spawncamping sightline, but I can't think of any convenient and aesthetically dignified way to break it.

Fig 1) The exit.
kejH.png

Fig 2) The exit again, to show some surrounding architecture.
kekm.png

Fig 3) The sightline.
kekv.png


In the red side equivalent the cliff is a house and the steel catwalk is planks. Also, first person to spot the face where I've forgotten to replace the blue dev texture gets a free mustache.
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
That looks like quite a high and easily defensible position, even without the mega sightline. You could add something on the roof- a billboard, perhaps.
The setting is an old, dignified Swiss health resort, so a billboard is of the question, but I guess I could put some makeshift barricades there or something. I don't want to break the skyline without reason, though, I'll wait and see for a while first. I didn't get any complaints about the area in the map's first and only playtest, and it's accessible from all directions and vulnerable to Snipers, so it may be less defensible than the picture makes it seem.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
You didn't get much complaints about that area in general as whole map was in need for rescaling both height and size wise.
 

Deodorant

L6: Sharp Member
Oct 31, 2011
263
214
You didn't get much complaints about that area in general as whole map was in need for rescaling both height and size wise.
Ouch.

Since I got feedback about relatively minor stuff like a prop clipping with a wall, I assumed the scaling wasn't on a severity level of complete overhaul.
But yeah, about that, what are the problems more specifically? I agree that the areas between the spawns and the mid building felt a bit cramped, so I'm spacing them out a bit. I guess I could give the central roof a plainer slant as well and move it down a handful of units, to slightly shorten the distance between it and the point. I can't lower it too much without making some underlying areas uncomfortably compressed, though.
The multiple different height levels are the entire point of the map, and they're designed to fill various specific purposes in synergy with each other. If I have to scrap one or more of them, it'll probably be easier to just scrap the entire map. Which would be depressing.

I'm not quite as butthurt as I may sound. I'd punctuate that with an emoticon, but I don't really like using those.

Edite, ninja'd:
Also, i hate to say it dude, but not getting comments on something doesn't mean it's not a problem. At best, it means that it's not the biggest problem.

Well, yeah, of course. With wait and see I meant wait and see, keeping your observation in mind. You may very well be right, but I figured a comment on a picture showing only a fraction of the area shouldn't be taken as gospel right away.
 
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Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Whole map was twice as tall it should be and it takes roughly same time it takes to get viaduct point, to get to enemy spawn from your spawn.

There was no real spawn area yard like on other KOTH maps either and it felt really linear.
 
Mar 23, 2010
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Idolon

they/them
aa
Feb 7, 2008
2,108
6,119
ifMdqYTk1avab.PNG

Took what I learned from my previous map and made a plr map. Rotational symmetry! I'll post more screenshots when I get around to compiling.