KotH moondrill

BigBros

L3: Member
Aug 20, 2014
147
31
I played it on the gameday today and I just have a few comments to make.

There seems to be some pretty serious sightline issues, with snipers becoming overpower as soon as they leave spawn, seeing the capture point.
The only health I could see was on the cap, which was a bit strange.
The flank was difficult to get too, and there really needed to be another one (maybe under)
I liked the style of the map, and with a few changes could be really cool.
The death pit it a bit too far in my opinion, and needs to be shortened back possibly to the distance next to the spawn room death pit.
It looks like the ramp on the far side of the cap (closest to the last photo) isnt mirrored.

Although it seems that most of those comments were negative, the map was fun to play. But once the cap was captured, retake was near impossible.
 

iiboharz

eternally tired
aa
Nov 5, 2014
857
1,291
Update!
Code:
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koth_moondrill_a4
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- cut off the corridor between the spawns, upper area is now one way
- added a new flank route which goes behind the cap
- added pickups
- moved entire map closer to the origin (for 3D skybox stuff)
- kinda detailed
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koth_moondrill_a3
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- completely revamped most of the geometry (and by that i mean all but three brushes)
- dev textures instead of moonbase textures