- Jul 31, 2011
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Posting it in the map thread would have cluttered up this thread less, but posts in map-specific threads rarely get replies as quickly (or at all) as posts in the wip thread. As for knowing the map.. I've overhauled most of the map since it was playtested, so there's not a lot to recognize. This shot shows one half of the symmetrical map. The hill is placed in an indoor room with some generic height differences and cover. There's a roof above the hill room, with a hole looking down on the hill. Apart from that, the blocky outlines are all there currently is to it.You should post that in your map thread, Deodorant. Unless they know your map, it's hard to give feedback on the routes. But one thing I can advise on, is is to walk each path, record how long it takes from spawn to cap, and balance it based on that. If one path takes 10 seconds, and another path takes 20 seconds, then the 20 second path needs a strong tactical advantage to make it worth the walk. Check out koth_viaduct for a good example. The fastest path approaches through valley, 2nd fastest on level footing with cap, and longest path approaches from above the cap.
It's alpha. (tm)
Still a fan of two small healthpacks not one medium one, huh?