KotH Rooftop

Discussion in 'Map Factory' started by Goblinoid, May 22, 2012.

  1. Goblinoid

    Goblinoid L1: Registered

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    Concept: RED and BLU both want to take over the very secret base of GRN, but it's in the middle of a major city's skyline. So, each has established their respective "businesses" on nearby buildings, with plans of invading under the cover of night. However, they were not prepared to run into one another when they smashed into GRN tower.

    History: I started this map a few years back, but stopped work on it around the time I graduated from college. Since then I picked up a new pc and in transferring files I lost everything but the .bsp file. Just the other day I decided to look back into it, and realized what I had lost: layers, lights and some pickups. Good news: it decompiled nicely and I'm excited to get back to work on it!

    Goals:
    • Fun, potential for quality matches
    • Lots of verticality and alternate routes
    • Ability to look down at the drop (thru scaffolding, etc.), but limit the actual danger areas for being blasted off the map. I like the idea of making the best sniping spots also the most dangerous for falling.
    • Make major use of the construction pack

    If you're willing to dl and give it a run through, I'd love to hear your feedback about the layout. It's probably too large at this point, but I'm unsure what areas would be best to rework.

    Alsoalsoalso apologies for fullbright :C I will be fixing this asap.

    Under Development
    • Redesign layout? Suggestions welcome. Some thoughts:
      • Rework capture point room, too open at the moment. Catwalk from roof-helipad doesn't currently make sense, maybe some glass wall elevators?
      • Remove indoor sections of side buildings? Would leave vent shaft and roof level rooms open. Maybe just cut out some of these sections?
      • Remake into a more traditional city block arrangement, with large "L" shape to map (GRN base at vertex)?
      • Bldgs are about 128ft tall atm, considering making everything much taller (400ft~)
    • Brush clean up / recreate layers / update with red/blu dev textures
    • Lights
    • HP/ammo crates
    • Textures! (yipe)
     
    Last edited: May 22, 2012
  2. colacan

    colacan L5: Dapper Member

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    Too bad you lost the lighting, layers and pickups. Fullbright is just a little too much light.. way too much. But if you have the original BSP, does that one have lights in it?
    I will download it and take a look (and play with some bots =p), it looks like a nice concept.
     
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  3. Goblinoid

    Goblinoid L1: Registered

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    Basically, I think I have a slightly older bsp which never got the updated lightning, etc. But I am planning on adding lighting, I just want to get some feedback on the layout and really nail that down before I start working into other areas.

    Also, no bot nav mesh atm, unsure how it will play with them robits.
     
  4. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    Don't use the orange dev textures. They're way too bright and make it hard to make anything out. Instead, use the red, blue, and grey textures.
     
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  5. JT_456

    JT_456 L1: Registered

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  6. Micnax

    aa Micnax I maek map

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    I really like the look of this one! It looks like a rooftop map done right. I love the lift idea too for the spawnrooms.