Fissure

Discussion in 'Map Factory' started by Arhurt, Jul 8, 2010.

  1. Arhurt

    Arhurt L6: Sharp Member

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    koth_fissure

    Current build: beta 6

    koth_fissure is a king of the hill map for VALVe's Team Fortress 2. (duh!)
    My intention with this map was to explore avariation of the gameplay where the battle would be decided mainly away from the capture point itself. In order to maintain control of the middle, a team must secure the area right outside of the enemy team's base, pushing them back to the cavern before it.
    The map is set in a mining structure that cuts through a steep valley, serving well my desire to convey a sense of danger and instability.

    _______


    Your feedback is much appreciated!
     
    Last edited: Jul 11, 2011
  2. Ginger

    Ginger L4: Comfortable Member

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    Interesting idea ;p, very smexy map screenies
     
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  3. nik

    nik L12: Fabulous Member

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    DAMN you really captured the underground/mine feel well!
     
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  4. DaBeatzProject

    aa DaBeatzProject

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    I really like the mood of the map, it really has a whole "mining feel" in it. I love the staircase kind of thing in picture n. 5! :D
     
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  5. StickZer0

    aa StickZer0 💙💙💃💙💙

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    I love the theme, colours and claustrophobia you've really attached to the map (from at least what I can see in the pictures)

    However, especiallyhere I can imagine spam and splash damage will have a major advantage.

    Good to see you're back on the TF2 mapping scene Arhurt :) Get this played in gameday sometime! :D
     
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  6. Arhurt

    Arhurt L6: Sharp Member

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    Thanks guys! i'm really happy with the theme as well :)



    Yeah, that's kind of the point though, since I wanted to make the areas around the point more important than the point itself. Since I was playtesting with a bunch of new players, it might need some work to narrow down. Nothing I haven't done before though \o/



    Good to be back :) I managed to convince everyone on the studio to get TF2 so I could make a map for us to play.
     
  7. DJive

    aa DJive Cake or Death?

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    Arhurt!!!!! where have you been! =)
     
  8. Arhurt

    Arhurt L6: Sharp Member

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    Working overtime, half-dead for a period, then back again working more overtime.

    But hey, I had fun all along :D

    I just need to get my backup files to finish aerospace now ;)
     
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  9. DJive

    aa DJive Cake or Death?

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    great to hear from you again buddy. Glad to know you've been well.....even if a bit busy =p
    Map looks freakin' great.
     
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  10. DaBeatzProject

    aa DaBeatzProject

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    Thank god! you're gonna finish it! :D I just played it this afternoon, and we found a way to get out of the map. D:

    Also, half dead?! Did valve ask you to do some acting work for the zombies in L4D?
     
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  11. Arhurt

    Arhurt L6: Sharp Member

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    Ahhh yes, me and my laziness... but then, there where no Force-a-nature back then...

    Hahah I wish!
     
  12. Boylee

    aa Boylee pew pew pew

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    I remember seeing a picture of this in the WiP thread, been keeping an eye out for it since. The detailing and theme for this map are absolutely sick man, seriously very nice work.
     
  13. Leminnes

    aa Leminnes

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    Played this on Blueprint at Playstuff today. It is a wonderfully made, small map and I greatly enjoyed playing it but...

    FFFFFFFFFFFFFFFU DEATH PITS. And not just any RAGE DEATHPITS but ones in places where Medics and Spies would hide ie. TERRIBLE places. I'm okay with the one that the ladder goes over, but the two on the sides in the dark where no one can see them are awful. Just awful. Please kill them.
     
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  14. Colt Seavers

    Colt Seavers L6: Sharp Member

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    Played last night at Blueprint. It's a superbly detailed and atmospheric map that produced an epic battle. Really like it.

    Only negative feedback would be... I'm also not keen on some of the death pit action. As said, I had no problem with the obvious falls (side of walkways were fine) but there are a few rather hidden pits that as a medic, I found myself falling down regularly. This was because i'm mostly backing up when healing someone mid battle, avoiding fire....and the pits we're so 'discrete'.
     
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    Last edited: Jul 17, 2010
  15. Arhurt

    Arhurt L6: Sharp Member

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    [​IMG]

    Hi everyone.

    Map has been updated to b6 now.

    Changes include:

    - Trains will sweep over the CP from time to time (if you are lucky, the very middle is safe)
    - Better lightning
    - Better clips to avoid getting stuck on geometry (still missed a few places)
    - Better pick-ups distribution
    - Blocked off most of the pits

    Know issues:

    - Bot navigation is still early wip

    Thanks for all the feedback. Please let me know what you guys think ;)

    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]


    [​IMG]
     
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  16. Randdalf

    aa Randdalf

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    Hey you're back! Lookin' good.
     
  17. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    366.25 days later....


    Wow, I haven't played the map yet, but I love the detailing so far.
     
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  18. Arhurt

    Arhurt L6: Sharp Member

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    Gosh... was it really that long?

    I've never been gone... just lurking =P

    Hopefully in a few months the reason for my absence will become public. I've worked for Ubisoft and am now at an independant studio. I'm sure most of the people here are not our target audience (hard to compete with TF2) but at least you'll enjoy some of the production articles on the FPS I've been working on for Aeria games.

    In the meantime I've been polishing this one for quite some time, playing with the people here at the studio every now and then.

    So yeah... that's where I've been all this time :p
     
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  19. Godslayer57

    Godslayer57 L8: Fancy Shmancy Member

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    Always loved this map's look an artstyle . Glad to see it one again.
     
  20. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    Thats really cool. Interested to see what will pop up :p

    Welcome back to posting then I guess.