KotH meatgrinder a2

Leap into danger! Feed yourself to the meatgrinder!

  1. bluewatermelonexplosion

    bluewatermelonexplosion L1: Registered

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    meatgrinder - Leap into danger! Feed yourself to the meatgrinder!

    This is my first release of this map, currently named meatgrinder, for its grueling center play. This is my first map, so please send a barrage of criticism my way.

    To capture the point, at least some of the attackers must leave the high ground, only able to retreat into tunnels which also act as a flank route.

    Bombard from the high positions, but watch out for flank attacks aiming to give those who take a more head-on approach a better chance at surviving in the pit!

    Maybe "king of the hill" is a little misleading since the point is at the bottom...
     
  2. bluewatermelonexplosion

    bluewatermelonexplosion L1: Registered

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    Welp, this is why you get these kind of things out of the way as you make their corresponding areas.

    Need to add respawn-visualizers or whatever you call them for a2 release. Can't believe I forgot about adding those for so long. Since I'll be doing an a2 release so soon, I might as well take the time to improve before getting it playtested.

    Also just noticed I should have enabled reflections for these screenshots.:eek:
     
  3. Xayir

    Xayir L3: Member

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  4. bluewatermelonexplosion

    bluewatermelonexplosion L1: Registered

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    Thanks for the input, Bucket. Glad to see such a quick response.

    You said the map feels small, and while I'm sure you mean in length (the distance from spawn to point should be greater), do you also mean it feels cramped? Furthermore, do you think the skybox is too low?

    Also concerning the "joke building," is it how cramped it is, the lack of incentive to enter it, or both of those combined that makes it bad? I know on Valve maps there are buildings of comparable size (though obviously they make better use of such areas). I included that to break up that open courtyard, and provide very weak, situational cover. Knowing what's wrong would greatly help fixing it.

    Anyway, as this is alpha, I'm taking input into consideration for a rework if I get more input such as "too cramped" and "too short", so it's appreciated.:D
     
    Last edited: Aug 21, 2017
  5. Sor

    Sor L2: Junior Member

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    The joke building needs a wider entrance and a reason to go there like a health pack or smth I can't recall if it is there already(I'm on mobile rn). About the spawn being close to the point it kinda makes teleporters easy to destroy and when a team caps the point they can then quickly move onto spawn camping while overlooking the point at the same time which is a problem with 12 players on each team. Maybe you could fight it by moving the spawn away from the control point and to the side behind a/the corner 768-1548ish HU. The layout looks cool great job with that.

    EDIT: Lots of typos.
     
    Last edited: Aug 21, 2017
  6. bluewatermelonexplosion

    bluewatermelonexplosion L1: Registered

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    Changes: Added respawn visualizers missing in a1. Expanded nobuild around doors. Improved spawn to support 32 players.

    This update is just to get the map ready for playtesting to find out what areas currently included need changing, as well as to cement the need for expanding the map; the next update will probably be quite big and take a while.

    Thanks to those who have supported the project so far!:)

    Read the rest of this update entry...
     
  7. Messing Around

    Messing Around L5: Dapper Member

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    the mid is pretty bad

    [​IMG]

    standing on the capture point is pretty much death wish, the only way is hiding on this wall spamming to the other side
     
  8. Sor

    Sor L2: Junior Member

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    The stickies remind me that the capture area is so small if you could make it 768x512 HU it would make it easier for people standing down there.