Chasm

KotH Chasm b1

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Feb 14, 2008
1,054
promo_shadow.png


Inspired by Doublecross, Hightower and Viaduct, Chasm is a fun and fast-paced KotH map with a night theme. A deep chasm cuts through to the control point - don't get blasted into the depths!
 
Last edited:

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
Folder's called karate.

Looks like shit you should quit mapping

Nah, it looks alright. Let's test it.
 
Feb 14, 2008
1,054
So how'd the rest of the playtest go? I'm definitely going to tweak the layout and lighting a bit, but I couldn't be around long enough to play past the first round.
 
Feb 14, 2008
1,054
Code:
A2 (09/06/11)
- Replaced crate jumping portions with ramps
- Fixed some mis-rotated railings
- Added a route across the chasm
- Downgraded health packs in the chasm houses to small
- Added medium health pack over chasm
- Added an experimental crate pile in front of the point
- Added medium health pack behind crate pile
- Added some more lighting
- Added a ramp in the middle spawn area exit

Download: http://dl.dropbox.com/u/1085379/projects/karate/release/koth_chasm_a2.zip
 

Languid

L5: Dapper Member
Oct 9, 2009
240
Snazzum.

Like I've said in chat the point looks maybe a touch inaccessible but of course this is theorycrafting from pictures the most wanted of all feedback
 
Feb 14, 2008
1,054
Testin' bump.

I'm gonna go and try to make some form of quick route from the chasm to the point, or incentivise going down there (Rexy suggested a full health pack). I'd rather leave the map as clean as possible, and adding a new route could potentially clutter it a bit. It did seem that holding the point was rather easy and there needs to be more incentive to roam from it. To counteract the former, I'm going to be adding a new route from the angled building to the higher routes adjacent to the point.
 

REEJ

L420: High Member
Aug 26, 2010
437
Screenshot #1: Challenging gameplay element detected - this might be too much fun.
Mainstream society disapproves of the fun.
 
Feb 14, 2008
1,054
Screenshot #1: Challenging gameplay element detected - this might be too much fun.
Mainstream society disapproves of the fun.

I might make it even thinner, just for fun :woot:
 
Feb 14, 2008
1,054
Code:
A3 (11/06/11)
- Done some initial displacment and theming work
- Replaced the chasm health pack with a full health pack
- Removed the two small healths in the chasm houses
- Moved the barricade and replaced with a more appropriate rock
- Removed the medium health next to the control point
- Experimental: removed crates on point
- Added even more lighting
- Opened up the chasm area significantly
- Moved chasm crates to form a makeshift route to the point
- Simplified the chasm-side spawn area link
- Fixed another railing

Download: http://dl.dropbox.com/u/1085379/projects/karate/release/koth_chasm_a3.zip

No new screenshots for this version because I compiled on ugly settings.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
The upper area at mid is OP; set up a sentry there and you own a point. Also, the main path up to the point is a bit dangerous. Also, it feels like runoff. I like it.
 
Feb 14, 2008
1,054
The upper area at mid is OP; set up a sentry there and you own a point. Also, the main path up to the point is a bit dangerous. Also, it feels like runoff. I like it.

Any suggestions for dissauding sentries up there? The main reason I put that area there is for sentries. So I guess the immediate option would be to remove the ammo pack there. When I tried to put a sentry up there during a test I couldn't keep it alive very long, but then again my team didn't own the point. I guess another option would be to encourage sentry placement on the far end of the walkway where it's easier to destroy. Viaduct has similar sentries, but Viaduct is shaped more like __/ in the middle whereas Chasm is _/, so there's not a good spot to get them from. I'll think about how to discourage them, if you have any ideas do share.
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,376
Turn the metal spawn up there a small one so engineers can't set everything up so quickly and gives enemy team time to react, also the uphill route to the point could be less spammable to help taking the sentry down and make attacking point flow better and more fun.
 
Feb 14, 2008
1,054
Code:
A4 (11/06/11)
- Removed the medium ammos on the main route
- Removed the medium ammos in the upper path
- Improved collisions with the rocks around the map
- Replaced the crate/corrugated ramp with stairs
- Fixed getting stuck in some spots
- Experimental: Added stairs to the point, and some cover for them
- Experimental: Narrowed the upper area to help against sentries

Download: http://dl.dropbox.com/u/1085379/projects/karate/release/koth_chasm_a4.zip
 
Feb 14, 2008
1,054
progress46.png


This is one of the main changes I'm making in A5. As well as refactoring this section of the map, I've set up spaces for detailing in the future, which I've also done in the spawn area. After the tiresome job of mirroring this section of the map, I'll look into adding a possible second floor in the chasm buildings as a counter to the sentry spots.
 
Feb 14, 2008
1,054
Code:
A5 (14/06/11)
- Completely remade the top section of the map
    * Replaced the angled building exit with two new exits
    * Moved the medium health and ammo to the new building
    * Added a new space in the place of the angled building
    * Simplified the route to the upper areas with a new set of stairs
    * Added a cubby hole with some medium ammo next to the middle
- Further prepared the map for theming
- Fixed blue health patches on red side

Download: http://dl.dropbox.com/u/1085379/projects/karate/release/koth_chasm_a5.zip
 
Feb 14, 2008
1,054
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