KotH tug

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Here are some words.

The point moves.

I love your face.

#TerriblePoetry
 
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YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
A Haiku for you,
Haiku are super lame stuff,
I don't love your face.

(directed at frozen specifically)
 

Trotim

aa
Jul 14, 2009
1,195
1,045
It's hard to tell where the point is at any given time. Often I walked past it when it was in my team's corner, or only knew it wasn't in my team's corner but not if it's in the middle or wherever.

Also the room I kept putting a teleporter exit in is hard to get to and super good for Engineer. Can shut down your half of the point... movement space with one Sentry
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
you should parent the capture point plate model to a payload tracktrain and then include the payload logic entity so that the disc always has a sweet rim glow around it
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
As I said in the test earlier, that removed the capture point from the HUD, which I deemed was more important.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
it shouldn't. I use combination of payload and cp logic for pl_nat20, and the points display on the hud just fine.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Alright then, describe what you did in more detail to me because whatever I did, didn't work.
 

Fantaboi

Gone and one day forgotten
aa
Mar 11, 2013
892
1,050
I had a fun time on this map, However it did feel like it was a little bit too open. It might be just me though.
 

Forty-Two

L1: Registered
Mar 7, 2013
12
2
Here are some choice words.

The point moves from place to place.

I love your fat face.
 

All-Star

L1: Registered
Jun 5, 2013
35
7
stuff stuff stuff stuff stuff stuff stuff stuff stuff stuff stuff stuff stuff stuff stuff stuff stuff stuff stuff stuff
I like stuff
you like stuff