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KotH Overflow Beta 5

Who gives a damn about a dam? Damn dam...

  1. shadowslasher11

    aa shadowslasher11

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    Overflow - Who gives a damn about a dam? Damn dam...

     
  2. shadowslasher11

    aa shadowslasher11

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    b2:
    -Optimized
    --Areportalwindows on main warehouse windows
    --Areaportal now covers road
    --Skip/Hint Brushes are now more effectively placed.
    -Detailing
    --Detailed Spawn Room
    --Fixed some texture issues
    --Removed some place holder props for a cement truck (Blue) and Dump Truck (Red)
    --Recolored some brushes to fit team side or to just fit the level better
    --Mirrored some missing props
    -Sightlines
    --Completely removed the straight line across the...

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  3. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    This is a fantastic map. I hope it goes official one day.
     
  4. Zed

    aa Zed Certified Most Crunk™

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    I think what YM meant in his other post is that the point and the area around it are really flat; Snipers have angles on the point from just barely coming out of each exit to the base.

    He also mentioned the point lacking height. Why not add one of those lifted floor/road sections like the ones on either base in the last phases of Hydro? (couldn't find a reference picture, just look for yourself.)
    [​IMG]
    You can put your doomsday device there, too.

    Moving through this area, I keep going through this door (marked exit, even) even though it leads me back to spawn. Angle this door 45-90 degrees so that it's facing away from me.
    [​IMG]

    Lastly, you seem to have forgotten to build cubemaps and pack custom content, unless it's just some issue on my end.
     
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    Last edited: Sep 3, 2015
  5. shadowslasher11

    aa shadowslasher11

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    I'd say thanks, but the map really isn't something I'd want added to the game. I'd rather not have a koth map be my entry into TF2...
     
  6. shadowslasher11

    aa shadowslasher11

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    [​IMG]

    Fear my missiles!
     
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  7. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    Can the one on the right be BLU, or is that not possible
     
  8. shadowslasher11

    aa shadowslasher11

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    False, there's a blue skin variant. I just didn't apply it yet.
     
  9. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    Just a little picky thing... but if that road section were to close, would it lie flush with the ground? It looks a bit long.

    More positively, I really like the dynamic this creates, especially as it also creates a path to those windows. I can't wait to see how it plays.
     
    Last edited: Sep 4, 2015
  10. Zed

    aa Zed Certified Most Crunk™

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    On another note, how would the missiles fit underneath the platform?
     
  11. shadowslasher11

    aa shadowslasher11

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    It'd work like a track system in which the missles are loaded through some drop doors. :p
     
  12. shadowslasher11

    aa shadowslasher11

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    [​IMG]
     
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  13. YM

    aa YM LVL100 YM

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    I meant like this:
    [​IMG]
    Turn that upper window into a door, raise up that building at the back, have a ramp up to the new highground and a tunnel below

    [​IMG]
    The cave interior is more open than the ground was before, but then, it's still enclosed. Lower that door at the back ~64 units

    [​IMG]
    If you give the edge this kind of profile you can stand on the very edge and shoot down, yes, but it's generally very tricky for players on the high ground to shoot at those on the low ground and vice versa.

    I don't recommend leaving the highground as barren as I have, think badwater's opening area.
     
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  14. shadowslasher11

    aa shadowslasher11

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    Detailing:
    -Placed some shrubbery around the top water areas.
    -Getting ready to detail the cliff area.
    -Considering on redoing the security booths in the level.
    Sightlines:
    -Cut down some major sightlines used by snipers being able to normally jump onto vehicles.
    Gameplay:
    -Added a ramp to the back area of the point. This will block snipers, and engineers that build in those windows.
    -Brought the ground level up near the garage exits.

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  15. shadowslasher11

    aa shadowslasher11

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    Gameplay:
    • Added new skill-jump areas on the corners of the point as barrels.
    • Replaced the middle booths with a single building. Medium health has been split between both sides. (May change to small kits)
    • Cliff area is now much smaller.
    • Blocked Bullet'd all the stairs.
    Clipping:
    • Tons more clipping done on areas that should've been unreachable.
    Detailing:
    • New 3D skybox (Not finished).
    • Detailed Generator Building Interior
    • Minor detailing on the exterior of the generator building.

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