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Geese Tower 



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Released: 08-16-2009 
Last Update: 08-16-2009 
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Default Geese Tower

This is taken from the arena version of Geese Tower and converted into KotH instead. Let me know if you have any feedbacks!


Changelog

BETA 2
- Removed health from roof
- Retextured central point and pillars for a more neutral theme
- Improved lighting of area under point

BETA 1
- Taken from arena_geese_tower_b4 and modified to KotH
- Added more healthpacks and ammo
- Upper level's ][][][][][ things are not breakable now

ALPHA 1
- Created playable map



Old 08-21-2009, 02:23 PM   #1
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Obligatory gameday bump.

Unfortunately my dead ringer was so loud when I uncloak, and I missed out on what you guys talked about. My apologies!

Things I think I heard:
- Snipers still overpowered
- Soldiers and demos can get onto the roof and kill from there rather safely
- Not enough breakables?

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Old 08-21-2009, 02:25 PM   #2
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looks great, although I can see the breakables being troublesome
 
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Old 08-21-2009, 03:15 PM   #3
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This map was a great play, and I've got to say that it's probably one of my favorite KotH maps now.
The strange thing about the map's design is that even though it's quite open, with its objective in the center and the battlements around the edges, you've made snipers work. I tip my hat to you for this. On no other map have I so many times been helped by a cowardly jar-man staying behind while I charge into the fray. It's an amazing feeling, charging in with your flamethrower when you have half health, coming up against a heavy and fully expecting to die, only to have the well insulated behemoth slain, not from behind, but from afar, by your van-dwelling teammate. Truly, I feel that this is how Snipers should work with a team, and it's an amazing experience.
Don't make it less open. (Says the Sniper-phobic corner-hugging Pyro.)
One thing that really bothers me (aside from the spies' backstabbing, sentry sapping ways), though, is that some of the railings around the outer perimeter are unbreakable, while most of them can be broken. If only for consistancy's sake, I'd suggest that all of the railings along the outside of the tower be made breakable. (I was calling for this during the gameday test.)
Another thing pointed out during gameday is that though the wooden textures look great and fitting for a construction site, they camouflage red sticky bombs better than blue ones. In light of this, I believe that I suggested earlier to change the wood texture, at least on the 'hill' to a very light or very dark metal. Alternatively, might I propose a lighter wood texture? Some of the very light woods don't hide BLU any more than RED.
During my time as an engineer on the map, I was hard pressed to build things not only because of the openness of map, but even moreso because of a couple of spies who kept breaking everything (ahem), and more notably, a lack of metal aside from inside spawn. Health was similarly scarce, but I didn't find this to be as much of an issue issue, perhaps because of my kamikaze tendencies that I've developed playing combat Medic and Pyro that have me making frequent one-way trips to the spawn room.
In any case, I'm surprised that there's not more feedback here. This is a great map!
 
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Old 08-21-2009, 11:44 PM   #4
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Thanks lots for the feedback. The original idea was that only the guardrails should be only breakable so you can fall off the stage.

And yeah, I'm going to change the color of the point. The whole map is tinted reddish to be honest. If I can find a better wood color that fits the atmosphere I'll give it a whirl.

I'm also going to remove the healthpack on the roof, it's unnecessary, it seems.

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Old 08-22-2009, 02:05 AM   #5
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Make sure the bottom of the roof textures are angled correctly if that is what you are going for because it can look really tiled if it goes against the wood grain.. And neutral wood colors are a plus but could be counter productive to your maps theme.. Maybe just have key areas neutral colored, and all else styled the way the map is.
 
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Old 08-24-2009, 11:52 AM   #6
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So I've been doing experiments on what colors fit the map and what colors won't. I was running around as a red demoman and throwing stickies at whatever places I can.

It doesn't fit entirely yet, except for the main point with the new color. It's like, dark grey. I figured that the pillars are so reddish that they might need a retexture, which I did afterwards but with so-so results (I think). And the rock boxes. I just noticed that the bottom areas have moss on it, and it doesn't mesh well. Oh well.

Lemme know how you guys feel about this.

This is what I came up with so far:




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Old 08-27-2009, 11:06 AM   #7
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New screenshots. Mostly retexturing. I decided to keep the 'rock box' red since it fits the theme better.
And the little room under the point is brighter than before.

Pictures now updated in the first post. I'll just post this here:
http://dl.getdropbox.com/u/1806760/k...wer_b20002.jpg

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Old 08-29-2009, 02:52 PM   #8
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The bump of gameday. Does it seem too sniperfriendly again? People either like or hate this map. Yay.

And to whomever who thought this is an orange map originally during gameday, this isn't based on an orange map at all.

Anyway constructive feedback would be welcome.

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Old 09-01-2009, 09:46 AM   #9
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Just saw the demo - thanks to all who played that day.

Issues that needs to address in next version:
- Spawn camping
- Sniper friendly

I'm totally open to suggestions in regards to the above things.

The premature falling to death thing I'll get to it, somehow. It's not the most urgent one yet, since the current one works. But I'll get to it.

Some people said the map was laggy. Did everyone who play got the same problems or is it also like that due to the server?

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