chimney

CTF chimney rc2

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zythe_

✖ ✖ ✖
aa
Feb 20, 2018
570
331

zythe_

✖ ✖ ✖
aa
Feb 20, 2018
570
331
zythe_ updated chimney with a new update entry:

a2 - update

whats new?
  • players can no longer enter their own chimney
  • added 2 small ammo kits on mid
  • added a small shelf in the one way mid route
  • added a slope for defenders to push into mid from
  • added some spotlights pointed at the top of the chimney
  • all windows are now non solid to make shooting through them easier
thanks to all the playtesters!

Read the rest of this update entry...
 

zythe_

✖ ✖ ✖
aa
Feb 20, 2018
570
331

zythe_

✖ ✖ ✖
aa
Feb 20, 2018
570
331

zythe_

✖ ✖ ✖
aa
Feb 20, 2018
570
331
zythe_ updated chimney with a new update entry:

a8 - update

whats new?
  • added sprites that render though walls to show players where to go
    -to do: fix sprites being occasionally culled by optimization
  • added a catapult trigger that will launch the capper back out upon capture, anyone else that falls down the chimney will die as usual.
  • added overtime prevention logic, when time runs out the flag carrier will now be automatically forced to drop the flag which is then immediately returned, ending the round
  • added nobuild to...

Read the rest of this update entry...
 

PigPig

Entitled Elitist
Apr 27, 2015
104
155
Comments are below images:
1666025080577.png

This object gets in the way, I'd rather the choke be redesigned or another place be redesigned to account for sniper. Bandaid fix bad
1666025227424.png

I'd argue these items clutter the main choke a bit much, Retreating while facing the opponent i can get caught on them.
Aswell, if you want the catwalk (To left of image above) to be accessable i'd just make a ramp and widen the choke. Ultimately this corner feels too cramped and i'd like it to be expanded.
1666025366255.png

The small player blocker is quite annoying, I'd make it more obvious with a proper building overhead. (Think process choke ect)
1666025462291.png

Unify windows, Removes clutter and streamlines.


1666025887647.png

Drastic change to get my thoughts out. Area feels clumsy to navigate. Things to get stuck on, easy to fall onto lowground. "Learn the map" someone might say, i'd rather not if it requires me to get die needlessly so many times being stuck on objects. Culminating in a checklist of every item I need to remember to avoid while shooting someone. Basically simple is a players friend, if they dont realize it you have succeeded.
1666026123962.png

>Spam over this can still exist. The blocker just makes it more awkward.
1666026222797.png

>Getting stuck on items like this makes mid combat is annoying, Its intrusive.

1666026337377.png

Add a 2nd goal, If the first one is hard held allow players to use route to capture.
Remove 1 cap wins, add multiple ways to capture.


Last anal tidbits:
One way windows in combat subtract more than they add, allways.
I feel the mid structure could be shrank a bit, It takes up a lot of space that feels otherwise unneeded. Being in the building is a deathtrap, and the building consumes a lot of space on mid. Therefore I feel the mid is a deathtrap.


Anyways, hope an idea sticks or that this gets some gears turning.
Good luck!
 

zythe_

✖ ✖ ✖
aa
Feb 20, 2018
570
331

zythe_

✖ ✖ ✖
aa
Feb 20, 2018
570
331