KotH Craggy Crevice

Discussion in 'Map Factory' started by Unh3lpful, Jul 24, 2015.

  1. Unh3lpful

    Unh3lpful L2: Junior Member

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    In Colonel Conwick's Cologne Factory hidden in the Craggy Crevice, BLU and RED fight, mostly because they don't know how to do anything else anymore.
     
    Last edited: Jul 29, 2015
  2. Muddy

    Server Staff Muddy Muddy

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    Interesting concept for a dual-point koth map! Though I'm a little worried it'll make the map incredibly stalematey.

    Or should I say: stale, matey. Arr. I never sought comedy as a career.
     
  3. Lain

    aa Lain Resident wrong opinion holder

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    Yeah, would be nice if the clocks where on 1.5 minutes by default.
     
  4. Suomimies55

    Suomimies55 there's a skeleton inside you right now.

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    You are missing the func_respawnroom from the both red/blu spawns.

    [​IMG]

    Why this area is not clipped?
     
    • Thanks Thanks x 1
  5. Unh3lpful

    Unh3lpful L2: Junior Member

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    Updated to A2.

    A2

    Based on comments in thread which matched some of my own fears. These changes will also help gameplay testing in prep for the 72hr contest. A2a with health and ammo packs.

    Gameplay
    • Reduced timers from 3 minutes to 1 and a half minutes.
    • Reduced point unlock time from 30 second to 20 seconds.
    • Reduced secondary point speed from 1 second added per 1 second controlled to 1 second added per 2 seconds controlled.
    • Removed second platform from under primary control point. !This may be re-added later as another route from primary to secondary later if needed.

    GENERAL
    • Added func_respawnrooms.
    • Added func_respawnroomvisualisers.

    BUGS
    • Fixed wrong facing door out of RED spawn.

    ---
    Updated to A2a.

    A2a

    Gameplay
    • Added health and ammo packs.
    • Added health and ammo patches
    • Adjusted prop jumps either side of the primary control point.
    • Added extension to first balcony, extending toward primary point, making it easier for the primary point to change hands.
    • Added windows on the first balcony between the primary and secondary point to allow another method of attack from the primary controlling team to reduce stalemates.
    • Reduced secondary timer from 1 second added every 2 seconds to 1 second added every 1.5 second to increase control point power.
    • Increased team tunnels out of secondary point.
    • Increased top visibility to secondary point.

    Bugs
    • Fixed visible nodraw on first balcony.
    • Made ramp in spawns shallower.
    • Fixed unsymmetrical texture bug at 2nd point
    • Rounded out trigger for primary point.
    • Made ramps behind secondary point shallower.
    • Increased width of back entrance to secondary point.
     
    Last edited: Jul 25, 2015
  6. MaccyF

    aa MaccyF Notoriously Unreliable

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    The Box Spies are gonna have a field day :p
     
  7. Unh3lpful

    Unh3lpful L2: Junior Member

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    Updated to A3, some big layout additions, adding several more routes, thanks to everyone for the great feedback on the gameday. Also, thanks for the feedback on the impromtu, I hadn't been aware of it until wandering in the feedback section, next time if someone could tell me I would appreciate it, thanks!
    And to whomever said I wouldn't make any changes on the mic at the end of the demo...
    CRY SOME MORE!

    ---

    A3

    Gameplay
    • Moved spawns.
    • Removed secondary area.
    • Removed doors to secondary area.
    • Reduced cap time to 8 seconds.
    • Added flank route under point from either base.
    • Added suspended building infront of point with passage to either spawns.
    • Reworked secondary point area entirely.
    • Added additional post under bridge over point and chicken wire between two of the pillars.
    • Added signs.
    • Reworked pickup locations.
    • Temporarily removed B for testing main layout.

    Bugs
    • Fixed doors opening through walls.
     
    Last edited: Jul 29, 2015