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Research 



Map Version: Alpha 
Type: KotH
Released: 07-29-2012 
Last Update: 07-29-2012 
SamR
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Default Research

This is the result of my first foray into hammer edtiting and mapping in general. There is a lot more that is wrong with it than I would like to admit, but this is release focused on the structure and layout of the map, not the technical stuff. I'll take care of that once I figure out what I'm doing. Any constructive criticism (I'm sure everybody could think of something) is more than welcome.

I haven't figured out what exactly to do with the yard in front of each spawn. It is pretty big as it is, so I might just make it smaller and then add some props here and there.

I would definitely like to add some kind of low ground/high ground dynamic to the middle area. Yeah it's got crates and buildings, but that really isn't all that special. It also might need to be a little bigger to accomodate a bunch of players.

I guess that's about all I've got to say. I will definitely work to take this further and make improvements structurally and aethetiscally. The plan is to eventually enter it into STAR's KotH contest. But after that, I don't know. I do want to get it to a point at which I can call it finished and polished. But that won't happen for a while


Changelog

7/28/12:
Basic Functionality Achieved



Old 07-29-2012, 03:25 AM   #1
Limeaide
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Are those HL2 textures? Get them outta there.
 
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Old 07-29-2012, 03:55 AM   #2
Sergis
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looks tolerable for a firstmap

the point is essentially in a pit tho and if i spam you on point from vents you cant get me quickly enough

also not a single pickup was seen this day

and change to devtextures, people like devtextures

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the fact a map recieves feedback from us at all is like a God send

 
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Old 07-29-2012, 04:07 PM   #3
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Default small setting suggestion


I imagine the middle area as a roof of a skyscraper.
Doing this you can modelling the yard in front of each spawn as a hotel's corridor.

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