Frostbite [WIP]

Discussion in 'Map Factory' started by Jazz, Aug 18, 2009.

  1. Jazz

    Jazz L5: Dapper Member

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    The coolest map around!

    Current Version: Alpha 5

    My stab at the snow theme. This KOTH map should be a cross between Well and Viaduct style-wise. Wanted to make a KOTH map because I really enjoy the game mode.

    Testing would really be appreciated!
     
    Last edited: Sep 21, 2009
  2. Waif

    Waif L7: Fancy Member

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    looks nice and promising.
     
  3. Void

    aa Void Local Man Unable To Map, Sources Say

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    oh no you di'in't
     
  4. Omnomnick

    Omnomnick L6: Sharp Member

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    This map looks good, it definitely has a positive future ahead! Keep up the good work and do some playtesting :)
     
  5. Psy

    aa Psy The Imp Queen

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    Looks good. Might throw it on the server sometime for some impromptu KOTH testing. :)
     
  6. Engineer

    aa Engineer

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    Looks really nice :)
     
  7. StickZer0

    aa StickZer0 💙💙💃💙💙

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    Mike, you get a slap for making another snowy koth map, but you get a hug and a cookie for making a terrible, terrible pun.
    The doctors from the asylum will be here soon.

    Looks nice, keep at it
     
  8. A Noobcake

    A Noobcake L1: Registered

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    Looks like a good map:D

    Nice joke on the gamemode :p
     
  9. Jazz

    Jazz L5: Dapper Member

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    Yes, thanks. Thanks everyone, all testing of this map would be greatly appreciated!
     
  10. Jazz

    Jazz L5: Dapper Member

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    Woops! I forgot to playerclip the roofs and add health and ammo! Alpha 2 is out, now with health and ammo packs!
     
  11. Jazz

    Jazz L5: Dapper Member

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    Updated to Alpha 3! Finally!

    [​IMG]

    Added a quicker route to the point via the main building.
    Redesigned the cap area.
     
  12. frothy

    frothy L2: Junior Member

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    Damn, this look awesome. I love the sunken point. This map should prove to be very fun. Keep it up.
     
  13. captainAngry

    captainAngry L7: Fancy Member

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    Here is the demo as promised. I tried to post it this morning but TF2m was down:

    [​IMG] [​IMG]
     
  14. c-106mc

    c-106mc L1: Registered

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    Shouldn't the cap point be on a hill? Looks nice so far, but it looks like the point would be extremely difficult to hold, being in a valley and all. Maybe that's what you're going for.
     
  15. Jazz

    Jazz L5: Dapper Member

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    The point was originally on a hill, but that was too easy for heavies to camp and just mow everyone down. I've got some nice results with the sunken point.

    ALPHA 4 UPDATE!!!
    Get it here

    - Made mid more open.
    - Move health packs to make the more visible.
    - Removed building to the left of spawn.
    - Various small tweaks
     
  16. Nosher

    Nosher L4: Comfortable Member

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    Jazz

    That snow texture is awesome - was that all your own work?

    I saw another player in front leaving footprints and snow dust coming up from his feet whilst he ran.....cool!

    If it is your won work, when are you gonna share it? ;)

    The map played well, and deffo one of the highlights from last night.

    Will take a more leisurely wander around later and give you some feedback about the layout in general - but overall, you remember when you have had a decent game on a decent map....

    Good job!

    Nosh.
     
  17. Jazz

    Jazz L5: Dapper Member

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  18. A Boojum Snark

    aa A Boojum Snark Toraipoddodezain Mazahabado

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    <identical copypasta for two maps/generalized rant about what koth shouldn't have>

    There is no line of conflict. In most maps (including Viaduct), there is a line on the map (which moves with the flow of the game) where you can think "I'm on my side of the line, the enemy will probably attack from in front of me".

    Here, there is no such line. It's just chaos everywhere, you are equally as likely to be attacked from every direction because it doesn't take a significantly longer or more difficult path to get behind the enemy.

    It's far too easy/too many routes to get around to all sides of the battle. It's more of a web-like arena layout than a linear-with-connections layout that most maps have.

    The result of this is a lot more unexpected deaths and a frenzied random battle without much sense of team combat. It also serves to exacerbate the already low usefulness of engineers in koth. As difficult as it is to find somewhere to put a sentry in a koth map due to the lack of any real defense line, it becomes much worse when your sentry can and will be attacked from any direction.