Notices

KotH Rundown  Release Tools Comment
Screenshots


 
Rundown 



Map Version: Beta 
Type: KotH
Released: 12-18-2010 
Last Update: 05-04-2011 
Fr0Z3n
func_medal_dispenser

 
Fr0Z3n's Avatar
Default Rundown

Map by:
Joseph "Fr0z3n" Radak

Thought of this map on my way home from college. Designed it and then made it in ~1 day.

Due to recent budget cuts, both sides have to reopen their once abandoned sawmills to get back into the swing of the hardwood business. Unfortunately they reopen the same mill and are on dispute of who holds the main building. Rundown takes place in the middle of this "arguement"

Thanks to the following people for their assets!
Construction Pack contributors
Swamp Pack Contributors
Bulletcrop contributors
Rexy: Forklift
Loc_n_Lol: Hacked dumptruck-turned-flatbed
Godslayer: Beware Tree Ninjas sign

Here is a very dark, roughly made replay of a run through of the map: To crappy flythrough!


As always, I have this on ALL my maps: If any of my maps go official , I will donate half of my stamp money to the Childs Play Charity. Its a great charity doing a lot with the gamers everywhere.


No Editing of this map without permission to the author, please. Either post here or email me at the above email.


Changelog

koth_rundown_b2
-clipped a few areas
-adjusted lighting
-added soundscapes
-Added Beware ninja signs from Godslayer.

KoTH Rundown Beta 1!!
koth_rundown_b1b
- Fully detailed. Not final, but fully detailed!
- LDR/HDR Cubemaps (hopefully)
- minor optimization

KoTH a1-a6 (Before now)
Arena a1-a5 (Before now)



Old 12-18-2010, 06:53 PM   #1
grazr
Mmm, hhhyes. indubitably.
 
grazr's Avatar
 
grazr is offline
Posts: 5,356
Thanks: 1,163
Thanked: 3,343

Default


Looks like it should be wider, to provide more varied and interesting gameplay.

__________________
Quote:
A Boojum Snark: Don't listen to grazr he is probably drunk

 
Reply With Quote
The Following User Says Thank You to grazr For This Useful Post:

Old 12-18-2010, 06:54 PM   #2
Fr0Z3n
func_medal_dispenser
 
Fr0Z3n's Avatar
 
Fr0Z3n is online now
Posts: 4,182
Thanks: 2,188
Thanked: 2,066

Default


Beat me to it grazr. Yea, I forgot to add to the post that I wanted to know if it was too small.

Alright, I will look into adding something to make it wider and more... interesting.
 
Reply With Quote

Old 12-18-2010, 08:46 PM   #3
Fr0Z3n
func_medal_dispenser
 
Fr0Z3n's Avatar
 
Fr0Z3n is online now
Posts: 4,182
Thanks: 2,188
Thanked: 2,066

Default


Alrighty, download is up. added a small 2 story building to the sides for easy circular moving around the map, built cubemaps, did some optimization (used area portals for the first time ) and did some overall awesome things.

Edit: Posted for gameday
 
Last edited by Fr0Z3n; 12-18-2010 at 09:40 PM.
Reply With Quote

Old 12-19-2010, 01:48 PM   #4
Fr0Z3n
func_medal_dispenser
 
Fr0Z3n's Avatar
 
Fr0Z3n is online now
Posts: 4,182
Thanks: 2,188
Thanked: 2,066

Default


I'll be adding some health (small) to the balconies around the center point, and will be shifting the under-building tunnel over for optimization issues.

Is there anything else that people wish to give feedback on?

If not. a2 will be coming out tonight.
 
Reply With Quote

Old 12-19-2010, 05:18 PM   #5
Fr0Z3n
func_medal_dispenser
 
Fr0Z3n's Avatar
 
Fr0Z3n is online now
Posts: 4,182
Thanks: 2,188
Thanked: 2,066

Default


Updated to a2:

I just modified things based on the feedback I received during gameday this afternoon. That includes adding some health and ammo on the balcony's around the center point to allow for anti-camping fighting. I adjusted the tunnel beneath the main point/building for optimization reasons, and as a cosmetic thing I adjusted the textures so that they line up.


Don't think I can put this up for weds. gameday, but if there is a low turn-out I may anyways.

Since it looks like the layout is okay and the feedback I'm getting is minor, I'm going to start doing low-level detailing. Honestly, I'd hate to push this into a beta really soon (because I don't think its ready) but if its fine, I will.
 
Reply With Quote

Old 12-23-2010, 10:05 AM   #6
Fr0Z3n
func_medal_dispenser
 
Fr0Z3n's Avatar
 
Fr0Z3n is online now
Posts: 4,182
Thanks: 2,188
Thanked: 2,066

Default


Updated to a3, changed the center point a ton (looking for feedback on that).

I've decided to start moving towards an abandoned alpine theme, so hopefully I'll start working with that.

Thanks to those who put up with my nooby questions and helped me get some of the issues I had fixed/gave me some solid feedback.
 
Reply With Quote

Old 12-23-2010, 06:19 PM   #7
absurdistof
Thunderclap is return :o
 
absurdistof's Avatar
 
absurdistof is offline
Posts: 1,233
Thanks: 388
Thanked: 386

Default


So I mentioned this in the game, but I'll post it here just so you can come back to it

I felt that the gravel trucks on either side of the map could use two-way wooden ramps so that players could run up and over them (try putting the ramps against walls so that players don't fall off either side) without having to go through the white middle flank buildings.

The white middle flank buildings need more space. They're pretty cramped and it gives pyros and explosive classes a big bonus. It also just makes the room spammy, so most players die soon, and that's never fun if you've got one life per round. I suggest expanding the rooms outward on the upper level so that there's something of a room between the stairs (384x348 box between them or something). Also, may I suggest expanding the walkways in front of the stairs to 256 units wide each, and maybe connecting the upper level to something, like the gravel truck. I feel like giving players more options in there would make it a much more favorable area.

__________________
Me maps, Embankment, Thunderclap, Zero G
Tutorials/Guides - Vertical Space Guide
(Favorite smile ever)
 
Reply With Quote
The Following User Says Thank You to absurdistof For This Useful Post:

Old 12-23-2010, 07:53 PM   #8
Fr0Z3n
func_medal_dispenser
 
Fr0Z3n's Avatar
 
Fr0Z3n is online now
Posts: 4,182
Thanks: 2,188
Thanked: 2,066

Default


Thanks Absurdistof for posting that.

I'm doing the side buildings now, along with the ramps. I was going to look for a better window model and use that for the upper level, just to make it so you can easily jump out of the upper part if your being chased.

I'm trying to figure out the best way to deal with the pyro's dominance on the map... I'm toying with the idea of replacing the 2 large towers in the corners with something to combat that, possibly part of a river or something. I'll figure that out as I go along. I'm dealing with the side buildings first...
 
Reply With Quote

Old 12-24-2010, 02:02 PM   #9
Fr0Z3n
func_medal_dispenser
 
Fr0Z3n's Avatar
 
Fr0Z3n is online now
Posts: 4,182
Thanks: 2,188
Thanked: 2,066

Default


Alright, a4 up.

This modified the side buildings a bit, and added that 2 way ramp that Absurd asked for.

I'm still trying to figure out how to deal with pyros. I could flood the basement beneath the cap point, but then that just makes that a maybe-not-so-viable route around. I'm hoping that the fact that there is some wide open spaces will make it less likely for pyro's to dominate... if this isn't the case, then I'm going to be looking into something alpine-ish to add to make it so that you can extinguish yourself.

Any feedback from career pyro's would be great and well appreciated.

happy/merry christmas/festivus/hannukah (i know thats late)/Kwanzaa/solstice/birthday whatever, just enjoy the day
 
Reply With Quote
Comment  

Tags
alfalfa, alpine, koth, rundown, storm, swamp

Previous Release Next Release
Release Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off



All times are GMT -5. The time now is 07:12 AM.