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KotH Rundown
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12-18-2010, 06:52 PM
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func_medal_dispenser
Fr0Z3n is offline
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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...
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Last edited by Fr0Z3n; 07-05-2011 at 10:12 AM.
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01-05-2011, 09:33 AM
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#10
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func_medal_dispenser
Fr0Z3n is offline
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Alright, after traveling, working on the contest map (which I may probably scrap and start anew), and school stuff, I have a5 ready!
Things I did:
-made the ramps on the trucks 1 way.
-Did some minor lighting detail to the center
-Added some props to prevent falling/cut down damage done
-You don't jump out of windows when starting the round now
-CUBEMAPS FINALLY BUILT PROPERLY PRAISE THE TRAIN GODS!
-Added a stairwell from the lower level to the higher level.
I havn't raised the side buildings ceilings again, I will do that next update when I add spectator Camera's. When this is tested I'll want feedback about flow, and where there is a dam in the river that is my map.
Thanks for all the feedback so far and the support.
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01-07-2011, 06:40 PM
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#11
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func_medal_dispenser
Fr0Z3n is offline
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Alright, well after todays gameday, I didn't hear a ton of MAJOR feedback about the map, and what I did hear, was minor, and was going to be fixed anyways.
So, I'm heading back to school in a couple days, so the next update for this map will be who knows when, and will probably be first beta, or last alpha, depends on if I get a responce from this post about feedback I may have forgotten...
For the next update (a6 or b1) I'll be raising the ceiling to the top floors height (~170hu). I will be adding 1 more health pack down below the point. And I fixed that silly wall in spawn that you could stand on.
If I do push to beta, I'll reach my goal of having this map into beta before I go back to school, so... *highfive* to myself.
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01-07-2011, 06:52 PM
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#12
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Currently On: Extra Strength Tylenol
Lancey is offline
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Here's some major feedback: the layout just doesn't feel like an arena map. It's way too broken up and too large to run arena on. It needs to be smaller or at least have less separated areas so that it's not as easy to run and hide and so the fight is a little more controlled. Just look at Lumberyard: it has large areas that promote fights between teams, not individuals. During today's test pretty much all my fights were 1 on 1 or 1 on 2. It just didn't feel like I was playing arena.
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01-07-2011, 07:36 PM
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#13
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func_medal_dispenser
Fr0Z3n is offline
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I guess I'll go back to alpha then :/... Jumped the gun in my urge to make
Alright, this is what I wanted to hear. I'll look at lumberyard and the other arena maps.
I think I see what I can do to fix this.
(what i'm thinking now is:
widen the side roads (not buildings), take out the little entry buildings and replace them with the well style doors like lumberyard) and I'll start there.)
Anyone else have any more feedback, I didn't get a lot during gameday, and I know that everyone hates arena (except me, and I guess Presitge) but, anything else?
-Looks back at lumberyard and others littleedge just mentioned-
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01-08-2011, 05:22 PM
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#14
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func_medal_dispenser
Fr0Z3n is offline
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Sorry for not having the link up, I didn't intend on releasing this version, just wanted to see where it went, then released it but here is the link to the map for anyone who wanted to try it out/look around
I'm just curious is this layout is better than the last one. Alot of what i'm hearing now is the last (older) one was better/good, but it just needs to be a little more open.
http://dl.dropbox.com/u/8526839/arena_rundown_a6.bsp
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01-19-2011, 11:27 PM
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#15
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Founder of Wankhouse
Wilson is offline
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Some cramped spots that could be less cramped, i clipcheck it later.
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01-20-2011, 02:25 PM
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#16
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func_medal_dispenser
Fr0Z3n is offline
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Thanks... Though, if you could, wait til later tonight/tomorrow (or this weekend at the latest) when I post my KoTH version of this (its not going to be arena anymore). I'll need someone to check packing and then clips and such.
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01-22-2011, 05:04 PM
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#17
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func_medal_dispenser
Fr0Z3n is offline
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o/
I'm back-ish. Been away because of sickness, reworking this layout, school, etc, (Technically, a6 and a7 werent officially released)
You'll notice that this is now KoTH map, I had some feedback that it would be a better KoTH map, so I changed it to it, just cause I can. ******I need someone to make sure this was packed right, Atm I can't currently test to make sure the upper door textures were packed*****
anyways, its the same layout, and I'll be wanted to know from people if this is a better Arena or KoTH map (or both!)... and I'll be adjusting accordingly later on.
Thanks, and if there is any issues with packing I will make sure to fix it ASAP.
******EDIT: Forgot spawn visualizers. will add them tonight.******
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Last edited by Fr0Z3n; 01-22-2011 at 05:09 PM.
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01-22-2011, 08:14 PM
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#18
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func_medal_dispenser
Fr0Z3n is offline
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Update with KotH_rundown_a1b2
Just fixed the spawnroom visualizers (as in, I didn't have any)
I forgot previously. Thank you Snacks for the non-well doors! (They are the doors that disappear above the door frame  )
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01-24-2011, 04:36 AM
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#19
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Mmm, hhhyes. indubitably.
grazr is offline
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Spawn was a bit of a camp fest. You might want to seperate the spawn from the CP building with another set of walls/structures. Snipers could camp the doors pretty easily and the spawn wasn't exactly in a positive position, spawning players usually at a disadvantage.
Put some health below the CP. Players were always retreating downstairs only to find there's no health, infact the map itself had, what, 2 small health packs? Put a medium downstairs.
Not really sure what else to add. Leaving spawn was a stressful experience, capturing mid was hectic and a panicky event. The map was OK but i didn't enjoy it as much as i could have. I just had most of my fun jumping around and onto snipers and pyros with my gunboots.
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