KotH fission

Plushypie

L1: Registered
Nov 11, 2013
15
86
King of the Hill map. Been in development on and off for way too long now, I'll finish it someday though. Promise.
 
Last edited:

Plushypie

L1: Registered
Nov 11, 2013
15
86
Wow, this is really cool! I really wasn't expecting to get that much feedback immediately, not to mention actually having the map be played! I feel really grateful for this, and I fully intend to take this criticism to heart and improve it as much as I can. After all, I'm far too attached to this little piece of work by now to let it go. :)

I'm looking forward to watching the demo and seeing how the map was played, hopefully I can come out with something a lot better in a bit of time. Thanks. :)
 

Plushypie

L1: Registered
Nov 11, 2013
15
86
Updated to a2.

Changelog
----------------------------
-Removed player clips from top of slanted roofs next to point
-Fixed nodraw wall
-Increased water texture scale
-Fixed areaportals around doorframes
-Set cp_well doors to use their proper animation sequence
-Fixed capture area resetting and lagging HUD
-Revamped capture point area
-Redid area outside of spawn and removed the deathpit
-Fixed displacement seams
-Now with more signs!
-Removed a bunch of side routes
-Improved performance/optimization
-Detailin' all around
-Bunch of other things I probably forgot
 
Sep 19, 2010
475
499
Imp'd your map today. I really liked it, left some feedback. However, there were a few things I didn't mention. The really tall pillars around mid are a bit...odd. Strange shape, and they don't seem to serve much purpose. Also the crates you have to jump on to get to the top capture zone are a little tedious, however that may be what you wanted. Might just be me being impatient :p Really liked it though!
 

Plushypie

L1: Registered
Nov 11, 2013
15
86
Imp'd your map today. I really liked it, left some feedback. However, there were a few things I didn't mention. The really tall pillars around mid are a bit...odd. Strange shape, and they don't seem to serve much purpose. Also the crates you have to jump on to get to the top capture zone are a little tedious, however that may be what you wanted. Might just be me being impatient :p Really liked it though!

Thank you! Gonna go through all of the feedback today or tomorrow and see what I can improve on the map. I'm really glad that people enjoyed playing it. :)

The tall pillars are sort of a relic from the first version of the map, I suppose - I had them there to block out a nasty sightline that would've formed otherwise. Think it's probably safe to remove them now, though. As for the crates, I'm not sure abou them. Might be good that it's a bit difficult to get up in the first place, otherwise everyone's gonna end up jumping up there. :p
 

Plushypie

L1: Registered
Nov 11, 2013
15
86
Map updated!

Howdy y'all,

Just updated the map to what I'm going to call Beta 1. It looks more like a beta than an alpha, so I'm going to call it that. Just 'cause.

Anyway, I've made a whole host of changes from the previous version - really far too many to list, but most importantly, yes, the most important thing of all that's changed, is that the sign outside of spawn is now clipped! :p

Actually, it's mostly detailing. I guess that's really the big part that's changed. Oh well, hope it's fun to play!

Clicky here to download!

Edit: Forgot to build cubemaps - uploaded with proper ones.
 
Last edited:

DannyRand

L2: Junior Member
Jun 8, 2013
72
24
This looks like it would play very well in HL. I hope you continue to work on this, i'd very much like to give it a go.
 

Plushypie

L1: Registered
Nov 11, 2013
15
86
And your last screenshot you have those lamp sprites coming out of florescent lights. This is unrealistic as florescent lights would not create beams like that.

Good point, I'll be sure to replace those with env_sprite instead. That should look a bit more realistic.

This looks like it would play very well in HL. I hope you continue to work on this, i'd very much like to give it a go.

Thanks, I'll try to keep up work on it. Would be really cool to see it played in a HL setting. :)
 

Plushypie

L1: Registered
Nov 11, 2013
15
86
I love the new details! Are you sure it's not beta by now?

Thanks! I never really know whether to call something a beta or an alpha. Maybe after all of the barebone gameplay elements have been established, you'd call it a beta? Anyway, I'll update this to beta status next release, which hopefully should be in a few days.
 

Eox

L1: Registered
Nov 6, 2013
2
0
I've got some missing texture issue when running the map. Is there a way to fix that ?