KotH australium

Gus

L1: Registered
Feb 28, 2012
26
17
Hey guys! This was my entry for the 72hr contest, and now I'm looking to finish it.

It take places on an Australium Pit, where both teams want to take control of the vein and the whole excavation which is under the point.

I hope y'all enjoy!
 
Last edited:

Gus

L1: Registered
Feb 28, 2012
26
17
Thread updated, now I'm looking to finish this.
 
Last edited:

soylent robot

L420: High Member
May 26, 2009
499
394
if youre not a soldier or demoman, the point looks pretty hard to get to

once youre up there, it would be pretty easy to rain explosives on any attackers. god help the team who lets a sentry or two get up there
 

Gus

L1: Registered
Feb 28, 2012
26
17
if youre not a soldier or demoman, the point looks pretty hard to get to

once youre up there, it would be pretty easy to rain explosives on any attackers. god help the team who lets a sentry or two get up there

I've been thinking about it. But I don't know where to put more flanking routes. And the point is nobuilded, so no sentries up there. But thanks for the feedback! I'll think more about it being hard to recap.
 

soylent robot

L420: High Member
May 26, 2009
499
394
you shouldnt really use nobuild without a good reason for it, other than "sentries here would be op." its sort of cheating your way out of good design; instead of thinking how to stop sentries being overpowered in a particular location by design and layout, youve just put up a big "cant build here" area
nobody likes trying to build stuff and being unable to do so without a visible, valid reason for it
 

Gus

L1: Registered
Feb 28, 2012
26
17
So... I'm really thinking about turning this map into an arena one. So the problem about the cp being cramped and hard to recap wouldn't really be an issue. What you guys think?
 

Gus

L1: Registered
Feb 28, 2012
26
17
At this point it would make the map better, but I think you've got bigger problems to worry about.

Like what? As far as I know the problems involve the cp itself..