Shell

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,821
The layout of the point (very dangerous place to be) promotes some sort of area defence. Where the defenders instead of blocking the point itself are focusing on pushing attackers back into their spawn and controlling the map instead of the point.

The space between spawn and point is so tiny this is a pretty huge issue.
If you add more space in between there, defenders will be more hesistant to move away from the point (they are defending after all), and it gives attackers a chance to setup forward bases.

It will probably lower the overall tempo of the map, but it's already pretty hectic so I think a more controlled combat environment would be good?

Theme is looking great and I cant wait for it to get into beta :)
 

Uriak

L8: Fancy Shmancy Member
Apr 27, 2008
543
70
GameDay feedback : played soldier and scout

Hum, the point is currently really too exposed. I've played soldier and I found it absurdly easy to defend once you get up. When I played scout, I would allway fallback from it as soon as some kind of threat rose above. Then circling around the point is enough to defend it.
On the good point, though, when you start from the very bottom, you're not so exposed, if you move that is. But in any case the losing team looks like having a really hard time to invert the momentum.

The class that looked like the less efficient was the heavy. In no way our gentle big bear could do something useful, because this map involves so much spam and movement. Maybe only as a defensive role on the higher level ?

No too much to say about the detailing. The setting was fine for me.
 

Ida

deer
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Jan 6, 2008
2,289
1,372
I'm sorry I couldn't be there to play, but an unexpected LAN party came up all of a sudden. >_>

Sounds like, in a nutshell, spam is a big issue. Especially in combination with the height differences. I need to have a look at the demo and see what in particular causes this much spam, but I suppose it's got a lot to do with the point's position. This is a hard one, because the map was designed around a single idea that's not exactly easy to adjust.

I could always start with moving the spawns back a bit, I agree that they may be too close. Maybe also increase spawn times a tiny bit to reduce the pace.
 

h3r1n6

L4: Comfortable Member
Sep 7, 2009
158
95
This map played really well in my opinion for 7v7. It is not big enough to allow bigger teams, which leads to the spam "problem". It isn't really a problem if you aim for smaller teams, just like Dustbowl.
 

Ida

deer
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Jan 6, 2008
2,289
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Yeah, I'm happy it turned out good with small teams. I've decided to keep the cap itself as it is because I like the feeling of it being very dangerous, so I think I'll have to do something to the surrounding areas to make it less spammy. I want it to be fun with teams of 12v12 too. :)

EDIT: Uhm, yeah, and about the size. I'm not too keen on increasing it in any way, so I think I need other ways. Spawntimes, maybe.
 
Last edited:
Feb 14, 2008
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Displacements are a little awkward at the moment. Which I know ain't really that pressing at the moment, buuuut as they're there...
 

Ida

deer
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Jan 6, 2008
2,289
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koth_shell_a3 released!
- Increased respawnwavetimes by 1 second to reduce pace and hopefully thus spam.
- Removed the platform sticking out of the cliff in the middle, and added some walls to reduce spam.
- Thinned down the health in the neutral areas and added another pack in each team's area.
- Fixed clipping on roofs.
- Some more minor visual details.

Yeah, pretty minor update, but I want to get this (and Mudslide) going again after a month or so on hiatus.
 

Ida

deer
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Jan 6, 2008
2,289
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Seems to play pretty well still. Spam was somewhat cut down, I believe, so the increased spawn times probably worked. I think a4 will have equally few changes, maybe just some more means to reduce spam, unless someone has anything to add.
 

Ida

deer
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Jan 6, 2008
2,289
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koth_shell_a4 released!
- Added signs to clarify the fact that there are 2 ways to the CP.
- Textured some more areas.
- Fixed the rocket's lighting.
- Redesigned the room that used to have a one-way door, to make it interesting.
- Made the rocket and some wall textures yellow (Thanks, Westerhound and DaBeatzProject!).
- Minor adjustments to various stuff (stairs etc).
- Removed the ramps leading up to the platform with the stone arch above it (experimental change).

In other words, not much of a gameplay change, except for the last one. I didn't do it with any goal in mind, I just want to see how that works out compared to the old ramps.
 
Feb 17, 2009
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Missing texture?
aaa.jpg
 

Ida

deer
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Jan 6, 2008
2,289
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Engineer: It's actually part of the same texture as the rest, so blame Westerhound. >_>

Evang: Yup. Gonna clean up rooms like that for a5.

Anyway, this went well. I'm inspired to keep going in the same direction, because I honestly still can't see any major faults here. Maybe I should increase the cap time though.

Oh, and look at this:

redspawn1.jpg


Red spawn is now a boathouse. :D
 

Ida

deer
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Jan 6, 2008
2,289
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I'm still not sure what to make BLU's spawn. I had originally planned to just make it a regular BLU-style building with the added twist of them being neat freaks. I was planning to make it full of laundry and what not. :p

On the other hand, I'd love to use a lighthouse for BLU's spawn, but I'm not sure how I'd implement it. Plus it's red. :/ Maybe I can find room for it elsewhere.
 

Psy

The Imp Queen
aa
Apr 9, 2008
1,706
1,491
Well if you create a new texture for it you could make it a cool silhouette with warm orangish light from the windows.