SD Callous2 (KZ)

Discussion in 'Map Factory' started by Berry, Apr 6, 2015.

  1. Berry

    aa Berry if you read this you're a nerd

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    Remake of 2 skillsets contest entry, MVM Callous in Norfolk Terrier's "Kamikaze" (KZ) gamemode. As an FYI I included KZ in the title as I have plans to make an MvM version of the remake as the original Callous was MvM too.

    BLU must suicide into the chute at the end of the map 15 times to win the game, and RED must prevent them from doing so. BLU are also bumper cars. In A3 a capture point was added which is default owned by RED, in order for BLU to be able to suicide in the chute at the end, they must control the capture point. In A3, bumper cars were also replaced with grappling hooks (except for both teams), and spells were removed. In A5, grappling hooks were also removed, leaving the only gimmick as the gamemode. Grappling hooks are back as of A6, and custom HUD elements implemented. As of A8, I got the mode pretty much pinned down (or in my opinion so). No grappling hooks anymore, final decision.

    I have and/or am planning to improve on the following from the original Callous:
    • Poor sightlines
    • Bad brushwork/overall composition
    • Bad waves (not applicable to KZ)
    • Poor optimization
    • "Boring" layout

    And in the remake of Callous for KZ I tried to fix the following issues previous KZ maps had:
    • Bonk! scouts and Dead Ringer spies being too easy
    • Defending being far too hard (too many pits), or far too easy (not enough pits)
     
    Last edited: Apr 12, 2015
  2. Berry

    aa Berry if you read this you're a nerd

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    A1
     
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  3. Prolyfic

    Prolyfic L5: Dapper Member

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    jeez...
     
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  4. luxatile

    aa luxatile deer

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    Golly!
     
  5. Berry

    aa Berry if you read this you're a nerd

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    Gosh
     
  6. Requiem

    Requiem L1: Registered

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    Gone!
     
  7. Muddy

    Server Staff Muddy Muddy

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    Bugger my old brown dog!
     
  8. radarhead

    aa radarhead Level 20 "Mapper"

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    Gee whiz!
     
  9. sevin

    aa sevin

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  10. norfolk terrier

    norfolk terrier L3: Member

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    kz? that gamemode must've been made by someone who's REALLY cool, like so neat!
     
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  11. Berry

    aa Berry if you read this you're a nerd

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    A2 - Apr 6th 2015
     
  12. Berry

    aa Berry if you read this you're a nerd

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    What am I meant to detail? Kombu's due for another week (at least) of alphas.

    Edit: This was also a bit of a joke map, though I'm beginning to flesh out the idea more.

    Edit2: Might as well show my progress on the cap zone, hopefully playable tonight. Coming with grappling hooks this time, instead of bumper cars.

    [​IMG]
    [​IMG]
     
    Last edited: Apr 7, 2015
  13. Berry

    aa Berry if you read this you're a nerd

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    A3 - Apr 7th 2015
    [​IMG]
     
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    Last edited: Apr 7, 2015
  14. Berry

    aa Berry if you read this you're a nerd

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    A4 - Apr 7th 2015
     
  15. Berry

    aa Berry if you read this you're a nerd

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    A5 - Apr 8th 2015
     
  16. Berry

    aa Berry if you read this you're a nerd

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    A6 - Apr 9th 2015
    Edit: Screenshots of the HUD (pardon the fullbright):

    [​IMG]
     
  17. KubeKing

    Server Staff KubeKing dan's birthday was fun too

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    Wha? Custom, uh, how? Is there a specific entity or group of entities that handle this, or is this some sort of code?
    [​IMG]
    Alternate caption: "I thought you could just use the Carve Tool to make a tunnel."

    Edit: Thanks for telling me in chat, Berry. It uses env_screenoverlay, for all those wondering.
     
    Last edited: Apr 8, 2015
  18. Zed

    aa Zed Certified Most Crunk™

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    Change "suicide" to "sacrifice"
     
  19. Pocket

    aa Pocket func_croc

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    OK, so the main problem with this seems to be that it's hard to stop people from achieving their objective when that objective is just "get to a place and ding, you instamatically won". This is why Valve swapped out the flag mechanic in A/D for a control point you have to stand on for a certain amount of time, and why SD has the lift. Requiring it to be done X times doesn't really make it any more challenging, just less likely through sheer odds.

    Maybe if, instead of having to capture a control point half a map away to unlock the sacrifice chamber, each player had to stand at the threshold for a certain amount of time before they were let in?
     
  20. Berry

    aa Berry if you read this you're a nerd

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    I think that's a decent idea. I'm going to build a new layout for KZ and try again (or re-build my finale?), where maybe a fan sucks the players up into it slowly or similar.