KotH Alison

Discussion in 'Map Factory' started by Muddy, Apr 12, 2015.

  1. Muddy

    Server Staff Muddy Muddy

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    Decided to give the Coal Town theme a whirl.
     
    Last edited: May 9, 2015
  2. KubeKing

    Server Staff KubeKing Back home in Jupiter, things are getting harder

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    Last edited: Apr 12, 2015
  3. Lain

    aa Lain Resident wrong opinion holder

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    lost horizon is amazin'
     
  4. HQDefault

    aa HQDefault ...what

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    Why post that here
     
    Last edited: Apr 12, 2015
  5. Lain

    aa Lain Resident wrong opinion holder

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    why not?

    Also i drew this up because i didn't know how to !gf this idea to you (mind my amazing paint skills)

    [​IMG]
     
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  6. Zed

    aa Zed Certified Most Crunk™

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    The band, not the map.
     
  7. killohurtz

    aa killohurtz Distinction in Applied Carving

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    I just gave this a quick run-through and the first thing I noticed was that it's basically just various buildings peppered across relatively flat ground. You could add more height variation in the terrain instead of relying on multi-story buildings to provide that.

    I also agree with those on the feedback page who said it's too open. If I were you, I'd watch the demo(s) and see which areas aren't used or fought in as much, scale them down, and try to redesign them as flanks instead of battle areas.

    Lastly, that little balcony on each side doesn't feel like it offers much of an advantage (for snipers especially) because you walk out and are immediately faced with the wall of the cap point building. I didn't play the map with a full game so I'm not sure on that, though.
     
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  8. Prolyfic⁸

    Prolyfic⁸ L5: Dapper Member

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    Who is Alison !!! >:-(
     
  9. Muddy

    Server Staff Muddy Muddy

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    Cheers! I was worried about the openness and flatness, but I wanted to be sure it wasn't just me being paranoid. I have a few ideas on how I could vary the height and tighten up the gameplay spaces. And I might use the sniper balcony for something else, maybe an alternate route to the point through the windows so that route isn't limited to rocket jumpers and sticky jumpers.

    No-one in particular, though I used to have a friend whose mum was called Alison.
     
  10. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    It looks oddly more empty and less developed than your other maps, Mudpie.
     
  11. Prolyfic⁸

    Prolyfic⁸ L5: Dapper Member

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    Oh! Ok. It's already a nice name :)
     
  12. Corvatile

    aa Corvatile exercise cawtion

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    Waaaaay too open. Heavies and Snipers dominated during the imp. You also might want to try and obstruct the sightline going horizontally across the point from either side cos loads of Snipers just sat at one end and shot anyone entering the CP building.
     
  13. Muddy

    Server Staff Muddy Muddy

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    I'm trying to kick my habit of over-detailing maps in Alpha stage. :p
     
  14. nightwatch

    aa nightwatch

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    [​IMG]
     
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  15. PC's_Frank

    PC's_Frank L4: Comfortable Member

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    Ah, I saw the name of the map and I thought, "I wonder if this is one of Ms. Mudpie's..."

    Seriously, though, it looks pretty good.
     
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  16. Muddy

    Server Staff Muddy Muddy

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    Interesting ideas. I'll keep 'em in mind.

    Gotta keep up my "giving maps human names" reputation. And thanks!
     
  17. Muddy

    Server Staff Muddy Muddy

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    a2:
    * tightened up the map
    * added a platform surrounding the spawn buildings
    * rotated the control point hut by exactly 90 degrees
    * turned the big grey building next to the garage into gameplay space
    * added ramps leading to the windows of the control point hut so now all classes can access that area
    * added a direct-ish route from the yard outside the garage to the sniper balcony
    * added and changed some health/ammo kits
    * added func_respawnroomvisualisers (oops)
    * fixed some misaligned textures
    * changed the control point name to a reference more people will get
     
  18. Jethro

    Jethro MUSty Complainer

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    Personally, I wasn't a fan of... most of the height variation in this version of the map? I didn't play the previous, but it felt more often than not that if someone had the high ground (which they often did, due to how much there is) you're basically screwed from the word go.

    The roof above the point; while I did sort of like it, it is a bit too finicky to get there. Like, you've got a small pile of boxes as the method to get up there, but that takes like, three finicky jumps to actually get onto the box. More often than not I was looking at more where I was jumping than where I was being shot from.
     
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  19. Muddy

    Server Staff Muddy Muddy

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    I actually updated this map last night but I was too tired to write up a changelog, so here it is now.

    a3:
    * removed dump truck
    * made the roof of the garage flatter and removed the clipping from it so players can now walk all over that shit
    * added windows to the hotel which players can access by the garage roof
    * raised the roof of the hotel to make it clear it's out of bounds
    * rotated the environment lighting
    * fixed displacements sticking up through the floor
    * fixed rocks floating in the air
    * changed some ammo and health kits
    * maybe other stuff too
     
  20. Psy

    aa Psy The Imp Queen

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    Good.
     
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