Nuke

KotH Nuke a2

Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,345
554
Last edited:

MegapiemanPHD

Doctorate in Deliciousness
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Mar 31, 2012
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1,281
Saw the vid you made for this so I thought I'd leave ya some feedback

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-no cubemaps. You always want to include cubemaps when releasing a map. If you use compilepal, you can set it to make them automatically when it compiles
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-some very messy brushwork up here on the dome
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-use info lighting to change the origin of these pipes so they aren't black
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-add some cover in front of the spawn room. As it is, a sniper can just stand at the top of this ramp and camp both exits, which is not good. Also may be worth reworking the exits all together to make them go to 2 different areas. Harder to spawn camp when you have to be in 2 places at once
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-These low walls at mid let heavies do the head glitch where they can shoot over them while hardly exposed. Heavies shoot from their eyes even though bullets visually come from their gun
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-this wide area is kinda flat and open which would make it quite the sightline if it wasn't horizontal. I'd suggest pushing that mid indoor path farther out to create more cover in the area.
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-reds resupply cabinets don't animate. My guess is you copied the ones from blu spawn but didn't change the model name or which model the trigger is associated with
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-I don't think these vents will do all that much. They are so close to the point that they aren't really helpful for getting around it since players have to be in the point area to use them, plus they are very short and don't give much of an advantage on either end.
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-I can see a sentry up on this block being a real pain to deal with since it will be able to cover pretty much all the entrances into mid.
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-I'd suggest some better height variation here by pushing out those ramps to the upper area farther
 

Zeus

Not a Krusty Krab
aa
Oct 15, 2014
1,345
554
Layout
  • Move chemical container to the right to block the sightline from the room with the tanks
  • Extend vent from mid to come outside; allowing attacking team to not have to enter building.
  • Gave the middle building some extra space so it isn't as much a kill box

Gameplay
  • Brush indicator for where the capture zone is. Some players have overlays turned off so this is a must
  • Change ramp on chemical container to be wider. Will likely replace with a brush in the future.
  • Clip off the pipe above balcony
  • Moved small health in vent to favor pushing team
  • Changed medium ammo in computer room to medium health to try make it less of a kill box
  • Small ammo in balc changed to medium ammo to encourage more play in that room
  • Add clipping to flatbed to prevent it from hiding and eating stickies

Aesthetics
  • Added a hardhat in the rack in spawn. Really ties the room together

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