KotH Breakthrough a2a

A breakthrough in my mapping theory that allowed me to get back to testing.

  1. Sir_Metaladon

    Sir_Metaladon L1: Registered

    Messages:
    32
    Positive Ratings:
    16
    Breakthrough - A breakthrough in my mapping theory that allowed me to get back to testing.

    Courtesy of Yrrzy, I experienced a breakthrough in my personal theories of how to construct a TF2 map. Thus, I've finally been able to leave the theoretical drawing board with some level of confidence once more, and return to iterating on prototypes.

    The map itself revolves around a theory where every hold location is defined by it's connection to other areas, and thus a rock-paper-scissors system can be constructed that favors any particular area, and there's a sort of balance.
     
    • Like Like x 1
  2. Sir_Metaladon

    Sir_Metaladon L1: Registered

    Messages:
    32
    Positive Ratings:
    16
    My theoretical structure of TF2 mapping is finally coming together!

    I've been able to extract more feedback than ever from playtests, which means I can confidently make some big changes:

    Added a doorway between the high ground flank and the main path to the point.
    Siginificantly reduced the area that jumpers are prevented from getting to.
    Redid skybox to prevent odd visuals when jumping
    Rebuilt hard midground corner and ramp to enemy high ground to give defenders more of a presence and to blunt pushes to the high ground.
    Reworked the bridge segment a little to prevent long-range spam
    Added hazard tape to the point cap outline.
    Nerfed ammo kit in highground flank
    Added a little more cover for the low ground from players on the high ground
    Lowered interior lighting just a bit.
    Fixed CP prop alignment.
    Added Spectator cams.
    Lowered the mid-corner area.
    Fixed resupply cabinets in ground.
    Added visual queues for what you can and can't jump over.

    Read the rest of this update entry...
     
  3. Sir_Metaladon

    Sir_Metaladon L1: Registered

    Messages:
    32
    Positive Ratings:
    16
    After a break, I have returned to do some experimenting.

    This is a branch of my main map, to test some hypotheses people brought up about the high ground path. Here's the changes:

    Turned the ramp to the high ground on the enemy's side to a dropdown.
    Changed the color of the lighting from yellow to white.
    Added light under the bridges.
    Realigned textures.

    Read the rest of this update entry...