KotH Bloodhound

Discussion in 'Map Factory' started by Bloodhound, Jun 23, 2012.

  1. Bloodhound

    Bloodhound L6: Sharp Member

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    Let me introduce: koth_bloodhound (I hope that I'll get the first place for most creative name :p)

    Overviews:
    A0
    A1
    A2
    A3 (current)
     
    Last edited: Jul 3, 2012
  2. Micnax

    aa Micnax I maek map

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    Add a light somewhere in the upwards passage in the second to last screenshot, so people are more aware that it's there (especially if enemies can come down from there)

    Also it maaaaay be a little bright, but that might be my monitor.

    Looks great so far though!
     
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  3. Bloodhound

    Bloodhound L6: Sharp Member

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    Thanks!

    :p

    The lighting is the same like in lumberyard, but I think your right.
    In my last map I also turned it a bit down.
     
  4. Micnax

    aa Micnax I maek map

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    Pfffft, I can't read at all, sorry about that.

    I think it just appears brighter because of the light sand texture you're using, along with some orange-dev textured objects.
     
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  5. Bloodhound

    Bloodhound L6: Sharp Member

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    I've got some screenshots of the new layout and I would be pleased, if you could tell me your opinion. :)

    I made the whole thing less linear and added some extra exits.
    Should be play mush better now, although highlander had fixed the old version anyway. :p

    Exits marked red:.
    [​IMG]

    [​IMG]

    [​IMG]
     
  6. MetalKev

    MetalKev L2: Junior Member

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    When you comment that you're unsure whether the space is too open I haven't played the map so I can't say for sure, but if that's a central hub of all the flanking routes then a smart sniper is gonna fix on that the whole game. If there is a long sight line to it I'd worry, otherwise I think you have enough cover generally that you'll be all right.
     
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  7. Melvin D Engineere

    Melvin D Engineere L4: Comfortable Member

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