koth_spire

Discussion in 'Map Factory' started by Confidence Man, Sep 15, 2010.

  1. Confidence Man

    Confidence Man L1: Registered

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    koth_spire_a3

    I've been working on this for a week or so inbetween nightwatch, and I've just taken a break from the latter to get this up to a playable state.

    It's a small, upward-themed koth level with a circular design, the point up on an elevated area with some tunnels that cross underneath. One of the spawn exits go directly to the tunnels in the event you get pinned in spawn on the middle level.
     
    Last edited: Sep 23, 2010
  2. tovilovan

    tovilovan L6: Sharp Member

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    Love the height differences and it looks like the capturepoint itself could play great, however I feel the area below the cap is very open and flat, maybe add some buildings, rocks and small hills to make it a bit more interesting? With this you will also be able to concentrate a bit more fighting to the capture point instead of the areas around the point, which is important in a koth map. GL!
     
  3. Seba

    aa Seba DR. BIG FUCKER, PHD

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    koth_quarry_rockpike.mdl

    Looks fun, although as tovilovan said, a bit flat on the bottom. Fix that, put it on Gameday.
     
  4. nik

    nik L12: Fabulous Member

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    for some reason this looks like turret
     
  5. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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    As much as possible, I'd replace prop jumping with walkable ramps. That is all. :)
     
  6. Confidence Man

    Confidence Man L1: Registered

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    Made a few changes for gameday; ditched the crate jump for stairs, added a little mound/wall to the empty area, hollowed out the untextured building with the health behind it and made it so you drop down from the walkway, and rough textured most of it.
     
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  7. Seba

    aa Seba DR. BIG FUCKER, PHD

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    Move these cabinets to the other side of the room.

    Overall, pretty good map, but it's hard to fight back. Once a team caps, they can set up a sentry to blow off any attackers until a semi-good Uber/Spy comes in. Oh, and the cave area wasn't used at all.
     
  8. Confidence Man

    Confidence Man L1: Registered

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    A couple new pics; I made getting onto the roofs easier with ramps, added some new structures, more cover on the point, fixed some issues with the doors, took seb's advice with the resupplies, redistributed some health and ammo, and did some displacement work and detailing. Still fooling around with some things but I'll try and get a new version up for friday.

    [​IMG]

    [​IMG]
     
  9. Attsy

    Attsy L3: Member

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    Thats looking very nice. I would cut down a bit on the fog, looks a bit to hazy for me, but I'm loving the style you got going here. Something I defiantly want to play.
     
  10. tovilovan

    tovilovan L6: Sharp Member

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    Absolutely LOOOVE the fog and what you've done with the buildings, the open area is still way too open, though!
     
  11. Confidence Man

    Confidence Man L1: Registered

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    New version is up. I added some more cover to the area around the point and the open area below, did some displacement work on the tunnels, clipped all the outcroppings and did some other stuff I can't remember.

    I haven't gotten to it yet, but I want to try and link the central tunnel room with the two buildings on either side to give faster access to and from the tunnels.

    [​IMG]