Undermine

Midel

L1: Registered
Aug 24, 2008
45
14
koth_undermine

Revived Map Project: koth_undermine_a5a (April 25th 2010)
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Impromptu game day test version: koth_undermine_a5a

Changes:
Revived map project as a KOTH
Increased Size and Redid from scratch
Removed old clutter
Redid older details
Added Doors and Protection to Sides
Opened Up Control Point

Problems:
No Respawn Cabinets - Red
Textures Spawn - Red Side
Metal Roofing Blocking Truck
Unnecessary Props
Stair Clipping
Door is unintentional Team only Door

To Do:
Add End Surprise to Winning Team who remains on point
Detail
 
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Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
Looking good! Can't wait to see it on game testing day.
 

[O]

L3: Member
Mar 21, 2009
121
27
interesting!

whens the next gametesting day you're scheduled for?
 

Sel

Banned
Feb 18, 2009
1,239
2,570
In the second picture with the wall in the cliff :

It's really cool what you did there, but I'm thinking it would look better if it had less sharp rock patterns surrounding the wall. They look out of place on a cliff with a not so sharp texture.

Other than that though look's cool.
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
Looks good, but the Intel area looks a bit sloppy.

Could you be more specific?

This is only alpha one. Detailing isn't as important at the moment as layout and game play are. If there's something in particular to the aforementioned, I'll be happy to spruce it up for a2.
 

Sgt Frag

L14: Epic Member
May 20, 2008
1,443
710
Does look cool.

By sloppy he might mean the stripes are all crooked. I think a square would look better, looks like a nice hi-tech place so they would placed those with care.

Look foward to seeing more detail work.
---------------
Look at forums main page for events.
Weekly testing sat/sun (fri night for euro's). submit your map ahead of time, we'll play and give feedback. Good to be there if you can.
 

Midel

L1: Registered
Aug 24, 2008
45
14
Thanks for the comments everyone. The stripes where in debate back when the map's idea was made and if it really would improve the appearance it will be promptly replaced.

I signed up for game day on the 11th and 12th but the map may be only allowed on one day. There should be a list the day before.
 

Midel

L1: Registered
Aug 24, 2008
45
14
Testing for gameplay will be on April 12th. Please help in testing this map for gameplay and write any suggestions or comments in this thread afterward. If you can accompany any with a screenshot it would be greatly appreciated.

Thank you,
Midel / The Flapjack Special and Mort
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
btw nextime RAR or ZIP the .bsp pls)
 

Midel

L1: Registered
Aug 24, 2008
45
14
Oh crap. Right! I'll remember that for next time. Thank you. I might even edit it in a bit.
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
anyway it looks nice))

but m.b. use just "water" instead "lava" at red pit? as solid "lava" looks not so nice)

and mb add some lights there? dark//
 

Midel

L1: Registered
Aug 24, 2008
45
14
I'm not to worried on details like the pits items.
Personally I wanted a hot item to make fans (not working in this version so removed till later) turn on the upper level of the same room. I hope I can figure out what is wrong with the damn func_rotating
 

ProfFiendish

L2: Junior Member
Nov 15, 2008
95
10
Everything is great except for the outside areas, which are way too dim in my opinion.

EDIT: Maybe it's just because I'm on a low-end machine and playing LDR?
 
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Midel

L1: Registered
Aug 24, 2008
45
14
Sweet. Thanks to all that tested my map.
Here is what I was told as is what to fix:

  1. Water
  2. Lighting
  3. Less maze like
  4. OP scouts
  5. OP Sentry Locations
  6. Too many Sentry Locations
  7. Sewer Door Needs balance fix (Unknown)
  8. Cover in Intel needs tweaking
  9. Metal and Health changes
  10. Stuck in sewers
  11. Fix color scheme on blue side to help in identity.
  12. Change bottoms of Death Pits.
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
59
seems a little maze-like at first

Most first times you walk into a map you're never really sure where to go despite there being signs telling you.

The underwater part though only had colored support beams on the ceiling. The entire area is being redone, nix the water area for a flooded basement. It will have better signs and entry ways.




A few questions to anyone who tested it:
There are a few layout changes I want to make besides the water basement one.

- Should I remove the one way door completely?

- Should the side yards be connected to the enemy one's (meaning more open playing field)? Or should I stick to my other idea and make a middle area above the water part?


Input appreciated.