canal

Discussion in 'Map Factory' started by VelvetFistIronGlove, Oct 2, 2009.

  1. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    Well, since I'm spending a lot of time on other projects, with very little time for mapping, doing a small-in-scope map like KotH seems ideal. Here's an alpha version.

    Red and Blue fight for control of a container ship that is passing through the canal.
    With numerous routes over, on, and under the ship, there's plenty of opportunity to surprise the enemy team and take the control point.

    UPDATE: alpha 2.
     
    Last edited: Oct 10, 2009
  2. Omnomnick

    Omnomnick L6: Sharp Member

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    Screenshots and map description...or it didn't happen.
     
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  3. The Political Gamer

    aa The Political Gamer

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    VFIG you should know better. :/

    EDIT: So many props! :O
     
    Last edited: Oct 2, 2009
  4. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    Guys, patience! I was still taking screenshots! :)
     
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  5. littleedge

    aa littleedge L1111: Clipping Guru

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    Creative use of Viaducts.
     
  6. Seba

    aa Seba DR. BIG FUCKER, PHD

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    The RED side's ground texture is a little bit repetitive; I'd enlarge it a bit. Also, how about some pics of the bases?
     
  7. Lancey

    aa Lancey Currently On: ?????

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    Even for an alpha, this is pretty bare.
     
  8. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    Thanks to everyone who played this map in the gameday yesterday. I've reviewed the demos, and it seems the biggest problem is that the map doesn't lead people into the control point; most of the action seems to take place across the bridges, and there's a bit too much interest in spawn camping, with the bridge making the upper spawns a little too accessible.

    Time for some layout adjustments, methinks.
     
  9. VelvetFistIronGlove

    aa VelvetFistIronGlove

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    Edit: Don't know how I double-posted that.
     
    Last edited: Oct 13, 2009
  10. Ravidge

    aa Ravidge Grand Vizier

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    double post with 27 minutes delay? impressive.

    Anyway. It felt a little unfocused, and I believe it would work a lot better if you forced people in the general direction of the point more (as you pointed out).