Guyot

Discussion in 'Map Factory' started by Tekku, Mar 28, 2010.

  1. Tekku

    aa Tekku

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    Description

    So, here i am again, after an unsuccessful try to make a map for CTF Contest, I've made "Koth_Guyot"
    Maybe there's nothing fancy about this map, but u will love it.
    Both teams control a small base in a forest in the alps, but wait, there's something special in the map. You have seen one river, but you haven't seen two rivers in one map (That might not be true).
    Because of the rivers, map motto is : "Two Teams, Two Bases, Two Rivers, One Goal - Destroy The Enemy Team.



    Thanks to

    A Boojum Snark
    UMRP

    Acegikmo
    Environment Gallery
     
    Last edited: May 25, 2010
  2. Lancey

    aa Lancey Currently On: ?????

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    I like how the layout isn't a typical hourglass shape, but rather allows classes to dodge around the point and apply some quick flanking. Also, remember to use fog_override 1 and fog_enable 0 when taking overhead shots.
     
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  3. honorum646

    honorum646 L6: Sharp Member

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    Two rivers? I don't see any rivers...
     
  4. Tekku

    aa Tekku

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    (Added screenshots with rivers)

    Alpha 1A Released

    Changelog

    -Alpha 1A-

    *Fixed Cubemaps.
    *Fixed some unsew'd displacements.

    Download
     
    Last edited: Mar 29, 2010
  5. Lancey

    aa Lancey Currently On: ?????

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    It's more of a creek really. I think the boxes in the first and second shots seem to be stacked in a crazy way. How would someone have placed them like that?
     
  6. alecom

    alecom L8: Fancy Shmancy Member

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    The wooden planks in the water were really annoying for getting in my way :C (screen 4)

    Otherwise teams were pretty darn imbalanced on the map today so I can't say much for anything else
     
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  7. Tekku

    aa Tekku

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    Any other feedback that i haven't heard?

    I will appreciate everything..
     
  8. alecom

    alecom L8: Fancy Shmancy Member

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    I know I said it in the map testing, but the whole level felt like one flat plane. Sure there were some stairs here and there (which never seemed beneficial to take), but there felt like a complete lack of height variance throughout the map. Making a small bit for soldiers/demos to jump on to does not count! It needs to have varying height for /all/ classes.
     
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  9. Tekku

    aa Tekku

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    Alpha 2 Released.

    Changelog.

    -Alpha 2-

    *Added an underground tunnel.
    *Added some props.
    *Added new building to decrease sight lines.
    *Decreased sight lines.
    *Added some height advantages for other classes.

    Download
     
  10. Tekku

    aa Tekku

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    Alpha 3 Released.

    Changelog.

    -Alpha 3-

    *Remade the mid.

    Download


    Starting to work on remaking the most layout currently like 20% done, don't expect me finishing any time soon, because i'm not available in weekdays..
    Anyways ill update map after a while in few weeks or months..
     
    Last edited: Apr 14, 2010
  11. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    Use info_lighting on those logs.
     
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  12. Tekku

    aa Tekku

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    Thanks, any other feedback?
     
  13. Tekku

    aa Tekku

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    Gameday Bump.

    Known Issues.

    *Lack Of Health (Someone confirm this please)
    *Missing Clipping
    *Wrong Textures
    *Bad performance

    Anything else someone could add?
    Wanting to hear thoughts about layout, balance.

    Thanks