KotH Cheeseman_72

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
The lost 72hr map.
I originally didn't plan to do a map for this year's 72hr contest.
The urge to map however, was stronger than I expected.

The entity setup for the trains became way too complicated, since I experimented with seamless skybox-to-map transitions, so I failed to meet the deadline.

Still want to test it, and see how it plays out. Mid feels way too cramped and spammy right now.
 

Dr. Sasha

L4: Comfortable Member
Aug 5, 2013
185
86
There are definitely far too many props at the control point. Delete around half the props there, open up the area, and create less visual noise which can be a distraction to the player. Perhaps use a few brushes instead.

Other than that, I like the layout and hill up towards the control point.

This map has potential.
 

Waffe

L5: Dapper Member
Dec 2, 2012
230
203
Nice map! Was the map at this stage when the 72H time limit was reached, or have you added/changed stuff since then?

I took a tour of your map, and it looks very good for a 72h map. It is small though, and I think you should expand it a bit.

Some stuff that caught my eye:

http://imgur.com/q4iOOvL
This building is fairly low to be clipped. I expected to be able to jump up there

http://i.imgur.com/XQ9tqvj.png
If you are going to widen this map, start with this room/building right here. This indoor segment is straight-up tiny.
 

Spipper

Former cheese man Gorgonzola
aa
Feb 18, 2012
246
407
I gotta agree, the point feel quiet propspammy, since the map already is rather small. I'm going to remake large parts of the map anyway since I accidently misaligned the displacements at the middle, with an offset of about 64 hu to the left (so I had to skew all the displacements slightly to make sure they sewed).

While the map layout was done about three hours before the deadline, it was still missing all the logic behind the trains (which were done after the deadline). I choose not to upload it then, as the map was designed around them.