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KotH Abduction Alpha1

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BrantoastTV

L1: Registered
Dec 30, 2015
3
0
Abduction - A wide-open KOTH map set near a UFO crash site in the Gobi Desert.

THIS MAP IS NOT IN A PLAYABLE STATE AND IS ONLY TO BE DOWNLOADED FOR TESTING PURPOSES. SPAWNS ARE NOT CORRECTLY CONFIGURED AND CAN ONLY SUPPORT ONE PLAYER ON EACH TEAM. PLEASE DO NOT LEAVE A RATING AT THIS TIME.

Set in the Gobi Desert, koth_abduction is a work-in-progress King of the Hill map centering around a crashed UFO.

The following features will be removed or changed as development continues:
- The walls surrounding the map bearing a development texture will be replaced by rocks and cliffs.
- The skybox and ground textures will receive additional detailing.
- The buildings located immediately outside of each team's spawn will be changed following thorough playtesting.

At this stage in the map's development, I am seeking feedback regarding the overall feel of the map, its aesthetic, and its viability as a balanced and enjoyable KOTH map.

Thanks a bunch!
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
The best way to test those things is to play a few rounds on your map. There's not a lot one player running around the map can test beside obvious layout problems. Maybe that's what you have in mind? I'd suggest getting it into a playable state first and then entering it into a Gameday or impromptu (imps as we call them here) test. Also, please upload images or screen shots of your map. Most people won't want to download it with out knowing what the map looks like. Feel free to ask the community if you have any trouble with some thing. Most of them could be happy to help you with your problem.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Dont worry about aesthetics until the map gets to beta. Keep the map in alpha until it plays well then artpass it and make it beautiful during the beta versions
 

skipperlink

L1: Registered
Aug 4, 2015
41
8
so i ran around your map, and take what i say with a grain of salt (cuz im newish) but i know your going for a wide open map, but your map is way over-scaled (too big) and trust me i like the idea of wide open but i got a map in a gameday with a really open mid and it was awful senterys and sniper haven. also i would sugest putting some devoted pathes to mid! alright thanks and sorry for my spelling.