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Chasm 



Map Version: Beta 
Type: KotH
Released: 06-09-2011 
Last Update: 06-27-2012 
Randdalf
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Default Chasm



Inspired by Doublecross, Hightower and Viaduct, Chasm is a fun and fast-paced KotH map with a night theme. A deep chasm cuts through to the control point - don't get blasted into the depths!


Changelog

KING OF THE HILL
CHASM
BETA 1
---

koth_chasm_b1
by Alex 'Randdalf' Gulliver
ag0610@bristol.ac.uk
http://steamcommunity.com/id/randdalf
---

LEVEL OVERVIEW
--
http://dl.dropbox.com/u/1085379/proj...rogress115.png
scale 5.00, pos_x -4546, pos_y 2382

CHANGELOG
--
B1 (27/06/12)
- Fixed a few graphical issues
- Improved clipping and collisions
- Refactored 3D skybox
- Improved hint optimisations (more to come!)
- Revamped chasm portion of the map
* Removed large chasm running along the map
* Lengthened chasm running from the point
* Added new detail areas
- Massively reduced the size of the deathpit
- Converted the rock in front of the CP into a platform with small health
- Remove some unnecessary signs
- Added a small ammo inside the middle houses



Old 06-09-2011, 10:47 AM   #1
Dr. Element
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Lighting looks pretty

Besides that, i cant see much... Mebeh an overview shot?
 
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Old 06-09-2011, 10:50 AM   #2
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Yea, lighting looks surprisingly good for an initial alpha at night. I just hope you havn't overdone the death pit(s).

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Old 06-09-2011, 10:55 AM   #3
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http://dl.dropbox.com/u/1085379/proj...progress20.png

Level overview

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Old 06-09-2011, 11:07 AM   #4
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Folder's called karate.

Looks like shit you should quit mapping

Nah, it looks alright. Let's test it.

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Old 06-09-2011, 01:18 PM   #5
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So how'd the rest of the playtest go? I'm definitely going to tweak the layout and lighting a bit, but I couldn't be around long enough to play past the first round.

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Old 06-09-2011, 03:45 PM   #6
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Code:
A2 (09/06/11)
- Replaced crate jumping portions with ramps
- Fixed some mis-rotated railings
- Added a route across the chasm
- Downgraded health packs in the chasm houses to small
- Added medium health pack over chasm
- Added an experimental crate pile in front of the point
- Added medium health pack behind crate pile
- Added some more lighting
- Added a ramp in the middle spawn area exit
Download: http://dl.dropbox.com/u/1085379/proj...h_chasm_a2.zip

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Old 06-10-2011, 02:46 AM   #7
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Looks nice! I look forward to seeing it during a gameday!
 
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Old 06-10-2011, 07:10 AM   #8
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Snazzum.

Like I've said in chat the point looks maybe a touch inaccessible but of course this is theorycrafting from pictures the most wanted of all feedback
 
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Old 06-10-2011, 03:31 PM   #9
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Testin' bump.

I'm gonna go and try to make some form of quick route from the chasm to the point, or incentivise going down there (Rexy suggested a full health pack). I'd rather leave the map as clean as possible, and adding a new route could potentially clutter it a bit. It did seem that holding the point was rather easy and there needs to be more incentive to roam from it. To counteract the former, I'm going to be adding a new route from the angled building to the higher routes adjacent to the point.

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