Totem

KotH Totem A3

Anguish

L2: Junior Member
Jan 24, 2016
94
4
Totem - What ghosts? This is just a forest!

Halloween's coming up soon! My favourite holiday. Koth_Totem is an open DM-fest as halloween maps should be, complete with a massive spinning totem pole in the middle of the map.
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Gatorix

L1: Registered
May 6, 2015
31
12
Spooky! Simple map design, but with spells... (anything with spells actually) it can be a really fun concept.
~Are you planning on adding trees? I noticed you described a forest.
~Pls put some fancy particle effects when the tree starts spinning :D That'll be awesome!
~Is the orange dev a trimp ramp?
-Perhaps add some more terrain diversity to the mid point. Wood is fine, but perhaps the totem can reside on an island with bridges leading up to it.

Overall, this map has a unique concept to it! I really like where this is going. Can't wait to test it!
 

Anguish

L2: Junior Member
Jan 24, 2016
94
4
Spooky! -SNIP!-
Thanks for your feedback! I'll be answering your questions in order:
- Oh yes, there will be trees, and some machinery. The general idea is that the mercs are enjoying some good old deforestation when they find out that lo and behold, the forest is haunted by a massive totem pole.
- Ooh, particle effects sound cool. The totem is going to have plenty of detailing later on - It won't be a plain log for long!
- Yup, you'd be right! Demoknight on halloween is one of my favourite passtimes!
- Hmm, I don't know here. I think I'd prefer to keep the point rather simple. With all the crazy DM and halloween spells flying around, I think having anything more than what I have now (A cross, a circle with the point, and 4 small pools of water) will simply overcomplicate the map and make it annoying to fight around.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Some parts of the map are extremely dark. Like, players-can-hide-right-out-in-the-open dark.
 

Anguish

L2: Junior Member
Jan 24, 2016
94
4
Some parts of the map are extremely dark. Like, players-can-hide-right-out-in-the-open dark.
I'm assuming you're referring to the bit between spawn and the buildings? Okay, I'll fix that in a2.
 

Anguish

L2: Junior Member
Jan 24, 2016
94
4
> Map is now a bit brighter (No pitch black areas)
> Totem Pole is now fancy dancy, and has a rare spell on top of it
> New large health pack surrounded by pumpkins (Note: Don't know how to make pumpkins respawn yet)
> Pumpkin bombs!
> Moved the wheel of doom card onto the totem pole.
> Slightly adjusted trimp ramp so 100% speed classes can jump up to the spell.
> Textured two buildings near the point.

Have fun!

Read the rest of this update entry...
 

Anguish

L2: Junior Member
Jan 24, 2016
94
4
Thanks for testing a2, fellas! Here's some responses to the feedback:
Everyone: Yeah. I'll make the lights brighter.
@Muddy I'll make the map a bit bigger and less cramped! The map feels a lot bigger when there's only one person running around.
@Loth / @Muddy Playerclip on the totem will be in a3!
@Dr Gore I'll make the water a bit shallower so it's obvious it wont extinguish you
@Yrrzy The trimp ramps are going, and the rare spell on the totem is up for debate right now.

Once again, thanks for playing my map! I'm extremely happy with the interactions I saw. A3 coming soon!
 

Moth

L2: Junior Member
Jul 3, 2016
82
247
I'd maybe move the random spell somewhere else or add another one. The map was a fun havoc but I never saw anyone use the rare spell, because you needed to be a jump class or have the jump spell to get there. The other spell that's near the spawn is cool because jump classes reach it quicker but all classes can reach it with a "skill" jump, which felt rewarding to figure out. Some people asked for more spells, maybe just adding a single rare spell somewhere more reachable would do the trick, maybe over a deathpit on the side of the map.
 

Anguish

L2: Junior Member
Jan 24, 2016
94
4
I'd maybe move the random spell somewhere else or add another one. The map was a fun havoc but I never saw anyone use the rare spell, because you needed to be a jump class or have the jump spell to get there. The other spell that's near the spawn is cool because jump classes reach it quicker but all classes can reach it with a "skill" jump, which felt rewarding to figure out. Some people asked for more spells, maybe just adding a single rare spell somewhere more reachable would do the trick, maybe over a deathpit on the side of the map.
The map is mirrored right now. Where would I be able to squeeze in an extra area? If I replace one of the houses at mid, then it'd become assymetrical, and I'm not sure how that would play. As for the trimp ramp, I could probably make the same effect by making it a box you have to jump on to get up to the spell.
 

Moth

L2: Junior Member
Jul 3, 2016
82
247
Look at lakeside, the halloween version has a death pit with a reward, the full health pack on the side. It'd maybe be interesting to break the symetry at mid, and make 2 different buildings face eachother. And one of them could then have a rare spell with a risky jump or somthing.
By breaking symetry I mean having the map be mirrored instead, like lakeside.
Otherwise, is there an issue with having a rare spell on each side? I mean it'd get crazy and spam skeletons a bit which can be frustrating, but then you'd keep the layout you already have mostly, just add the same room on each side.
 

Anguish

L2: Junior Member
Jan 24, 2016
94
4
> Midpoint is longer by 256 units on both sides so it's less cramped
> Totem is now clipped all over so you can't get caught on it / stand on top of it
> Houses at mid are changed - One has a rare spell with health/ammo upstairs and a slightly hidden common spell, and the other has a large health kit with a common spell upstairs and a slightly hidden ammo pack.
> Both the rare spell and the large health pack have a death pit and pumpkin bombs around them respectively
> The map's light_env has been changed from 300 to 750. All light_spots have been changed from 750 to 1250
> Trimp ramp replaced with 64 hu step. The common spell is still there
> The dancing option on the wheel of doom, and humiliation time, will teleport all players to "hell", which is really just a massive DM arena inside of the central totem pole. Two rare spells are available here, and players must jump through the portal in the middle to get back to the overworld. They will land in the water when they arrive.
> Added ramps outside of both spawn doors for easier access to spawn from outside
> Pumpkin bombs now respawn
> Ghosts will function properly
> Skybox raised

That just about covers it! Enjoy a3!

Read the rest of this update entry...