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Bloodhound 



Map Version: Alpha 
Type: KotH
Released: 06-23-2012 
Last Update: 07-03-2012 
Bloodhound
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Let me introduce: koth_bloodhound (I hope that I'll get the first place for most creative name )

Overviews:
A0
A1
A2
A3 (current)


Changelog

23/06/2012 - A0
Initial Release

26/06/2012 - A1
Changed almost whole layout
- more ways too mid
- put CP on hill

28/06/2012 - A2
- put house in cliff
- modified building near spawn

03/07/2012 - A3
- put in flanks (hurray!)
- added area next to cliff



Old 06-23-2012, 10:01 AM   #1
Micnax
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Add a light somewhere in the upwards passage in the second to last screenshot, so people are more aware that it's there (especially if enemies can come down from there)

Also it maaaaay be a little bright, but that might be my monitor.

Looks great so far though!

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Old 06-23-2012, 10:07 AM   #2
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Quote:
Originally Posted by Micnax View Post
Looks great so far though!
Thanks!

Quote:
Originally Posted by Micnax View Post
Add a light somewhere in the upwards passage in the second to last screenshot, so people are more aware that it's there (especially if enemies can come down from there)
Quote:
Originally Posted by Bloodhound;
Note:
The darkness on the left side in the 4th screen shot is already fixed in a0.


Quote:
Originally Posted by Micnax View Post
Also it maaaaay be a little bright, but that might be my monitor.
The lighting is the same like in lumberyard, but I think your right.
In my last map I also turned it a bit down.

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Old 06-23-2012, 10:19 AM   #3
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Pfffft, I can't read at all, sorry about that.

I think it just appears brighter because of the light sand texture you're using, along with some orange-dev textured objects.

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Old 06-25-2012, 05:27 AM   #4
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I've got some screenshots of the new layout and I would be pleased, if you could tell me your opinion.

I made the whole thing less linear and added some extra exits.
Should be play mush better now, although highlander had fixed the old version anyway.

Exits marked red:.





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Old 06-25-2012, 05:53 AM   #5
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When you comment that you're unsure whether the space is too open I haven't played the map so I can't say for sure, but if that's a central hub of all the flanking routes then a smart sniper is gonna fix on that the whole game. If there is a long sight line to it I'd worry, otherwise I think you have enough cover generally that you'll be all right.
 
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Old 07-12-2012, 05:24 PM   #6
Melvin D Engineere
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I have a video of your map from last week.

TF2: koth_bloodhound_a3

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