KotH Bloodhound

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
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!
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
Looks great so far though!

Thanks!

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)

Bloodhound; said:
Note:
The darkness on the left side in the 4th screen shot is already fixed in a0.
:p

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.
 

Bloodhound

L6: Sharp Member
Jan 3, 2011
316
489
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. :p

Exits marked red:.
a1-pre_1.jpg


a1-pre_2.jpg


a1-pre_3.jpg
 

MetalKev

L2: Junior Member
Mar 5, 2012
70
23
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.