A large quantity of valuable crystals has been discovered in an isolated location. While no one is particularly sure what the use of these crystals is aside from "Look pretty," everyone is fairly certain that the deposit is worth fighting over. Koth_Crystal takes place in the largest known deposit of these crystals, and is therefore the site of the most important fight over these shiny rocks.
Changelog
8/30/2012: Uploaded contest entry
-Full detail
-Map is now outdoors in a large excavation site instead of underground
-Better lighting
-All displacements done
-Correct clipping
8/25/2012: Uploaded B3
-Fixed my incorrect naming convention. Version now more accurately reflects the progress of the map.
-Reworked most of the outside area of the map due to feedback of the map being too large.
-Reworked buildings inside the mid point to allow for less movement around the cap.
-Spawn room is now smaller and exits face the cap point.
-Added some arrows pointing towards the cap.
-Eliminated wide side areas.
-Indoor detailing improved, but not complete
-Better terrain height variation.
-Still no displacements, as they will be done after the layout is generally liked better.
8/18/2012: Uploaded B9
-Completely reworked the mid cap area
-Most outdoor detailing is complete
-Adjusted lighting to make the map brighter in some areas
-Still no displacements/indoor detail
7/12/2012: Uploaded B5
-Lights done, light props also added
-Clipping added
-Spawnrooms correctly set up
-A few extra props added for gameplay purposes
-No displacements
-No optimization
-No artpass
7/6/2012: Uploaded B2
-Temporary minimum lighting
-Basic textures, no detail
-No displacements
-Very minimal clipping
-Focused on layout
Looks good visually from first glance.
However.
Your lighting is either very dark or you have a leak.
Check for leaks (load the default pointfile by going Map > Load Pointfile) and if there isn't any, please brighten the playable space. There's a difference between a moody map like Doublecross and a dark mess.
Maybe it's the screenshots or my computer, but people are going to agree with me that you should brighten it up a bit.
Looks good visually from first glance.
However.
Your lighting is either very dark or you have a leak.
Check for leaks (load the default pointfile by going Map > Load Pointfile) and if there isn't any, please brighten the playable space. There's a difference between a moody map like Doublecross and a dark mess.
Maybe it's the screenshots or my computer, but people are going to agree with me that you should brighten it up a bit.
Oh all I did was toss in a few light entities at 1000 brightness each so that people could walk around the map and check the layout without fullbright. None of these lights will be in future editions of the map. I'm not at the lighting phase yet.
Updated Koth_crystal to B5 with appropriate clipping, good lighting and light props, and functioning spawnrooms. Also, could someone tell me where I should go to sign this up for a gameday?
Look for an upcoming post with the date of a future gameday. Follow the instructions in the OP.
As for your map - right off the bat the point looks extremely uninteresting. It's just a huge expanse of flatness with large sightline balconies hanging out on the outer areas. That doesn't look fun to fight on at all.
Updated to B9 with most outdoor detail done, though displacements are still absent. I also reworked the middle point to be more interesting in terms of visuals and gameplay.
This map will be on the 8/19 gameday, so check it out and tell me what you think.
Updated to B3 (my naming convention was way off). Most of the map was changed per gameday feedback, and I feel that this version is much more balanced and interesting. Full notes in the changelog.