SD Misfire

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
Misfire - The complete or partial failure of a blasting charge to explode as planned.

RED and BLU fight to bring an experimental bomb to a sealed goldmine to blast open a new entrance and claim the secrets within in this spinoff of KOTF/SD.

Gameplay Notes
Briefcase unlocks after 45 seconds in Doomsday. Once the briefcase is taken, a 45 second timer begins. When the timer ends, the briefcase explodes, killing the carrier and anyone nearby. The carrier's team wins if the briefcase is in the capture zone when it detonates.

Distance from flag to cap is about the same as Doomsday.
 
Last edited:

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Looks rather flat and open, and having the spawn exits visible to one-another doesn't sound too good to me. But to fully understand your problems, it's probably best if you have it tested.

Complete box designs are never too smart (unless you're adding a lot into a box which in the end makes it not a box, but you're still wasting compile time). There's also a complete lack of cover, so it looks like it'll end up as a 'killbox' map (which in the end isn't very fun for much). A couple of the design aspects you seem to have in mind, however, would work in a fully completed map, complete with cover etc.

This is all assuming you intended something serious.
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
P2 (From first planning stage)
-Added central area
-Added briefcase area
-Added game logic
-Added mine entrance
Update to second planning stage
Should be ready for alpha and impromptu testing SOON, as soon as I add more stuff to the new areas and fix some logic kinks. (The flag timer won't show up on the HUD/flag explosion do not render as of yet)