Discussion in 'Map Factory' started by re1wind, Jun 21, 2012.
Thread for_STAR's koth competition.
Defeated before i start D:
strangely productive today.
Why is there radioactive goo in a radar dish? who knows.
radar dish taken from this wip and is placeholder. i don't like the edges.
Huuuum, is the radioactive goo going to be dynamic by any chance?
Not a fan of the ultra bright green: it stands out too much and strains the eye.
dude what is even going on in this map
what is even
Specifically made to makeyyler's days slightly more insane, if that's even possible.
default hydro environment settings and working control point, now also including a 100% decrease in hydro dishes.
Linky to a2
updated to a3
map is essentially the same, just some tweaks here and there.
updated to a4
- attempted to focus the combat more towards the control point.
- merged and tweaked a few paths to the middle
- tweaked the locations and quality of pickups (health, ammo)
- Attempted to reduce the effectiveness of spawn camping
- more routes onto the capture point with ramps.
- radioactive pool now does generic damage, no more gibs, increased starting damage and the max damage.
-remade spawn rooms, areas outside of spawn rooms, and much of the connecting areas between the rebuilt areas and un-touched aeas.
- medium healthkit placed under the point
- added spec cams and welcoming spec cam
- areaportals included this time
i miss the green goo...
I was going to reply to this with an edited version of Toto's "Africa", but turns out that's "Bless" not "Miss". If everyone could just thank me as if i had typed up a version of "I miss the goo down in Africa", that;d be great.
what the hell is even going on at that point, man
You need to roll back all those changes, and keep the green goo gone. Your point now has no natural way onto it, and is a confusing mess of grates and metal. KISS
The second iteration (or fourth screenshot on the first page) of your CP is probably the best so far.. it at least looked like it offered some interesting ways to fight for control.
The CP in a koth map is the focal point for the whole thing, I think it really needs to function as a setpiece to attract players. Obviously it also has to be fun to fight over too.
IDK what it is about koth maps that attracts them, but low walls along walkways are really lazy solutions to gameplay problems, and look awful, even in viaduct. The solution is not to accommodate for them but to rethink the area in question completely
Separate names with a comma.