Signal

Dosia36

L1: Registered
Apr 4, 2009
24
2
Final version released!
http://www.fpsbanana.com/maps/107342
http://oify4.com/~dosia36/koth_signal_final.rar



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Introducing new map in King of the Hill gamemode!

There is only one control point on the map. One team must capture and hold it for 2 minutes with the half. Enemy team can re-capture this point, then timer resets to 2.30.

Current version of this map is beta2, release candidate. Hope to see it on Gameday map testing! Some previous testings revealed that 2.30 is maybe too little time to hold, making defense really easy.
kothsignalb20005.jpg

kothsignalb20008.jpg

kothsignalb20009.jpg

kothsignalb20015.jpg

Todo:
  • Tweak holding time
  • More detailed rooms inside the hill
  • Better texture for surrounding rocks
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
1) inside parts looks better than outise
2)yes,2:30 is too lottle when 4-8 are playing,but in case 16x16 dunno)

btw how did u make that grass and small bushes? i dont know how 2 do that
 

Dosia36

L1: Registered
Apr 4, 2009
24
2
Small bushes are just a prop_static entities with props_foliage/spikeplant01.mdl models.

To make a grass, put "detail/detailsprites_trainyard" in "Detail material file" (Map -> Map properties). Also, "detail_trainyard.vbsp" in "Detail .vbsp file".
 
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Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
thx,i was wondering how to tune that details)
btw are u from hl-inside.ru?
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
when is it? msk time pls)
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
damn i missed gamedaY(( how was it?
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
i can run a testing with some people on my server,if u want)
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
Meh, why does the hill in king of the hill always have to be a hill? :/

Anyway, looks like a nice hill
 

Hellfire

L9: Fashionable Member
Jul 9, 2008
601
142
Dosia,why do u ignore me?))) i try to add u in steam under "hellfire" nick
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
Still have no feedback from testing...

If you played this map on Gameday or alone, please tell me what you think.

I played it on gameday, but you were there...so I thought you had the feedback. It turned into a game of "who's better at camping doors". I think you'd do well to have a third exit to the underground middle...or remove those doors and leave them constantly open. It's really easy for a demo to just wait for the door to open and detonate stickies...if there's no door you can fake him out (easier) by running towards the opening
 
Aug 19, 2008
1,011
1,158
the area/bunker beneath the hill was kinda obsolete, i only had a few shirmishes there with an engi who tried to put it to a use, without much success
make it reachable through a tunnel from spawn

yeah, doorcamping basically, 2 scouts equipped with sandman, 2 snipers, and then random and you can lockdown those 2 exits very easily
maybe you can vary the exit layout to red/blu/red/blu, but i don´t think this will help much, it might give the underdog a chance to attack from the back

it gets kinda boring after a short period, make the hill less literal, make it a structure/displacement-spiral-thingy that makes the hillbattle more unique than just fighting over a giant pile of turf

mix some structures into the surrounding cliffs to help the players orientation and pimp up the map´s visuals