Konkreet

CP Konkreet b4

tyler

aa
Sep 11, 2013
5,102
4,621
Don't better players deserve to win the match? Should you punish good players for being good in such a way? Should you balance a map to baby people that are bad?
 
Last edited by a moderator:

Walka!

L1: Registered
Feb 19, 2011
13
5
Better players do deserve to win but there are map elements which people highly dislike to see as a key element that makes or breaks a round or match even. Sniper sightlines are a good example of this, mappers understand that huge sightlines give a massive advantage to whichever team happens to have a better sniper, thus the sniper can essentially carry the team. Because of this mappers tend to cut down on sightlines.

I'm not saying the fact that one team can get a really fast rollout and have a massive edge on the midfight is a bad thing or something I personally dislike, i'm just pointing it out so the mapper can decide if that's an element they want to have as a prominent cornerstone for the midfight, or if they want to change the dynamic of the midfight to be more dm based rather then whoever gets there first wins.
 

Arnold

L6: Sharp Member
Jul 18, 2008
283
242
RKunu.jpg

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SaQHu.jpg

lwFHf.jpg

iEsKW.jpg

Cdj4t.jpg

yBTb7.jpg


changelog A8
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*added support pillar to bridge below the curve
*widened choke to mid
*added a small corridor in the pillars on mid
*lowered the upper platform on mid a bit
*clipped the crates and fences to be less annoying
*added a small ramp in the small choke for more interesting gameplay
*added a small ramp on the cliff side at upper route to mid
*lowered bottom area of middle
*lowered top platforms on middle
*fixed the teleporter exploding bug
*added detail

download
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http://dl.dropbox.com/u/6591985/map/cp_konkreet_a8.bsp.bz2
 
Last edited:
Sep 1, 2009
573
323
Ok [INSERT FEEDBACK HERE]

Firstly is there really only 2 routes connecting the area after middle? I mean really they are too close.
Secondly...those barnblitz fences don't fit and I feel they can be replaced with something....more....intresting.
 

honeymustard

L9: Fashionable Member
Oct 26, 2009
698
574
b1 is out now!

The changes:

b1
*detail and clipping pass
*changed some health and ammo
*moved the first forward spawn to a better place
*changed the walls on cp1
*added glows to the capture points

I've updated the screenshots in the OP.
 

Sergis

L666: ])oo]v[
aa
Jul 22, 2009
1,874
1,258
No, there's 3 routes, two through the "choke" area and one drop down bit. Regarding the fences... well - it's alpha ;)

pushing back to middle was kinda hard without rjing up the dropdown. also it took us 29 minutes to finish the round. somehow i always find myself wanting to run behind 2nd when going to last when its actually off to the side.
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
It never seemed like there was enough health around the 2nd point. Last gameday we could hardly push back up through the chokes to mid after the other team had set up behind it because health was so sparse. even with ubers pushing past the cp2-cp3 choked proved very difficult. Additionally, the largest health I saw on the map was smack in the center of the middle choke rendering it nearly useless to the team attempting to push to mid; you could make a dash for the health but would quickly be torn to bits as soon as you did.

No, there's 3 routes, two through the "choke" area and one drop down bit.

From what I saw there were only 2 optional routes for non-demo and non-soldier classes if you were ATTACKING mid. That seems to be the main issue. 2nd is fairly easy to defend while mid is much too difficult to push to. This makes the map stalemate. Hard. In my opinion at least one of the chokes to mid is much too small.
 
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gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
At this stage i'd do some more skyboxing.
 

tyler

aa
Sep 11, 2013
5,102
4,621
There is something really wrong about wood ramps with concrete sides and zero trim on either surface