I recently found out about hammer, so I decided to slap together my first KOTH map within the span of eight hours. I'm looking to getting it tested for peer review, but I am not quite sure on how to do so.
I did not have a particular design in mind. I just pictured a bridge connecting two spawn points at a center.The pyro dream,just airblasing everyone off the biggest death pit ever.
Hmm,How did you make this map? I mean,did you have a design in mind? A theme? FOR ME,RIGHT NOW,It looks like 2 spaceships that are just joined by the mid point. <-<'
That'll be a Sniper's dream with these sight lines, and also, as said earlier, Pyros have airblast.I did not have a particular design in mind. I just pictured a bridge connecting two spawn points at a center.
The intel room doors also now function differently. When the intel is picked up, the doors begin to open slowly. When it is dropped, the doors stop in place. They continue when the intel is picked up again. If the intel is captured, they quickly slam shut.
They do kill people if they are caught in the door, just like the previous versions of underpass. I do want to get fancy Mayan doors with carvings on them at some point, but that will have to wait until I'm happy with the gameplay and find someone to model them.Would they kill people? I want angry Mayan faces with jagged gore stained teeth snapping shut.
Don't worry, I play heavy quite a bit as well! In the tests of underpass the doors went fine, but they opened too fast. The idea behind the new door system is that you have to fight for the flag, rather than being able to just send a scout for it. You have to push into the room as a team to take the flag, and either hold it for a few seconds so you can take the quick way out or continue pushing through the enemy spawn.Feels like it needs an exit for classes that can't rocket jump. Not sure how fast these actually opens or not, but as someone who plays a heavy class, they're kind of trap in here.
I can see this map as a 2fort stalemate with the only non-spawn room exit blocked off for several seconds while the door opens...Remember ctf_underpass? That one ctf map with the doors that everyone either loves or hates? It's getting a rebuilt into something new and exciting, complete with a Mayan theme. Ignore the stuff that is still city-themed, it will be gone soon. Here's some screenshots of the new intel rooms for ctf_holcan! (holcan is the Mayan word for "warrior," as far as I can tell)
The intel room doors also now function differently. When the intel is picked up, the doors begin to open slowly. When it is dropped, the doors stop in place. They continue when the intel is picked up again. If the intel is captured, they quickly slam shut. This is to combat the strategy of just suicideing on the flag to force the doors open.
It's not an update until Valve decides it will be.You guys do not know how many maps I have scrapped because of this stupid mayann update...