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strangemodule

Koth_Timemachine

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Celestial_Okami gave me this idea about a week ago, and I think I've managed to create something playable based on it. I suggest you read the story snippet here to see why it's called such:

 

After struggling over control of an experimental time machine in an abandoned industrial complex,

both RED and BLU mercenaries get warped back into the middle ages with a broken time machine and none of their

weapons. After calling a fragile truce, both sides agree to set up camps on the outskirts of the "Crash" zone,

and scourge for tools to repair the machine. Thankfully they did bring their personal, on-hand-as-required-by-contract

Australium with them, so all they need is to make rudimentary power (via windmills and other old machines) to get

back to their own time. However, both sides, being the plotting types, also collect/forge their own rudimentary

weapons, with the plan to ambush the other team when the time comes to take the machine to get home.

Right now, since it is in alpha, all I need right now is feedback on the gameplay and layout. Details will come later, of course.

 

Alright, it's in Beta, so constructive criticism on both detailing and gameplay would be appreciated.

 

Changelog

 

 

Beta 1:

+Textured everything.

+Detailed a large chunk of the map. More details to come later!

+Added particle effects to the waterfall.

+There is now a "roof" for the Time Machine.

+Prevented players from getting stuck behind the tents inside spawn.

 

Alpha 3:

-"water" side has a waterfall area, good for snipers to launch arrows at the point.

-removed the "crossover" between the waterfall rocks and the control point area.

-"rock" side has clear paths on where players can walk.

-narrowed down the 3rd floor walkways, and placed both a sheet of glass and a medium health kit on the "circular" part.

 

Alpha 2:

-added a small rampway in the pond. It is another way to walk onto the 2nd floor of the main building.

-messed with the clipping of the rock path a bit.

-(hopefully) made the 1st floor reactor look safe to walk on (which it always has been, even if it doesn't look like it).

-made ramps up to the 3rd point both wider and fairer for both teams.

-made the 3rd floor walkways more spacious.

 

Alpha 1: Initial Release

 

 

Download Here! Current version: Beta 1

 

SCREENS

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I agree with Melkyor, it does seem fairly small, and easy for Snipers to pick people off from the back corner or even stand by the point and pick people off coming out of spawn. But I do really really love the concept!

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It looks amazing :3

 

It like these kind of fortress style maps. Very cool. I think the only gripe I see is spawncampability. Snipers can easily just fire into the spawn, and I'm pretty sure demos can fire over those little loggy thingies. I'm sure after some playtesting it'll turn out great, though ^-^

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is this planned on medieval mode?

 

wel anyways, like everyone said it looks very small, but let's wait for further releases

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I LOVE IT. It just seem absolutely fun to play on. Could use a little more obstacle near and around the outside, but I love it. It seems pretty original to me, especially if we don't get environmental deaths if we get around the forest for some scout/soldier/demo fun.

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I usually dont like KOTH, but Im willing to try this out. Seems cool, medieval mode for the win

 

I agree with Melkyor, it does seem fairly small, and easy for Snipers to pick people off from the back corner or even stand by the point and pick people off coming out of spawn. But I do really really love the concept!

 

Snipers on koth maps usually do

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Loving the concept. Downloading this so I can give it a go when I figure out how (herp derp never played a map in testing stages before derp derp).

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Downloading this so I can give it a go when I figure out how (herp derp never played a map in testing stages before derp derp).

 

I thought I was the only one

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My biggest issues are probably the playerclips on the rocks and the single spawn door. I think you should have 2, maybe make spawn a bit wider or get rid of a tent. It was a bit too easy for okami to pick us off with the one door. Overall good, and it was fun for the little time I played.

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Sorry about the problems joining up. I think the map wasn't quite listed correctly on Nom so people who didn't have the map prior couldn't play.

 

I'll try to playtest again tomorrow, but thanks for your feedback so far! Keep the (constructive) criticism coming.

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About the thin ramps going up to the top level, didn't seem like many people used them, and as a Spy, I had to be very mindful of the lip on that ramp.

 

Posted Image

 

I don't have any recommendations, but I thought I should bring it up.

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I should say I hated each and every KOTH map there was... but this one is a really awesome map. Reaching the point seems very balanced and fast, which makes it a good map to rush in and start punching/slashing/smashing/stabbing/piercing people everywhere!

About those ramps Geshin mentioned, I actually go up there to prepare an attack, but it's actually very easy to reach the top and get up IF you are on red, coming from the blu spawn forces you to ninja your way trough the enemies on the point and fight the ones that already managed to get up there. It's actually a really good spot for the medic, spies, snipers and to do a charge attack with the targe but... maybe putting the ramps on different sides? Like, put the one on each side.

For the lower part I'd like some more light because it's really easy to miss your attackers in the dark, specially under the little cave formed by the fallen trees that make a bridge up to the point, it's a great spot for a spy, you can just stab and drop down to evade detection.

Huurrrr... That's all I can think about. Great job so far, it's an awesome map and really really fun to play.

Pd. Add Dinosaurs!!!

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I really like this one, but I have to say that the little space between the ramps and the cp is really annoying

 

other than that I got nothing

 

 

oh and that there should be something big at the end like an explosion or a beam

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Got a chance to play this last night. The upper rim above the cap point needs more access, maybe another set of ramps on the other side, or maybe make it into just small corner squares for sniper/crosbow medic posts. Also, I really like the ramps up to the rock, but it feels like there should be another ramp to get there from the point as well. A good enough sniper with a couple heavies to defend him could conceivably hold the point indefinitely because it's so hard to get up there without going up the side ramps.

 

Otherwise, seems like a great map. Medieval mode makes it really fun.

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I enjoyed the map but it's a bit spy friendly. The upper platform being so close to the lower one makes spies quickly drop down and backstab people. Another problem is there is a lot of ramps for stair stabs. Huntsman snipers aren't very effective with how easily melee can get to them. I like the change to the side of the map to be different from the one with the logs.

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Seems like heaven for anybody with a Claid. Just charge from the spawn door and you are already at the Hill.

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It seems like most of the action happens on the main level with the cap. I didn't really find any reason to stay on the lower or upper levels. It may also have to do with the fact that almost everyone is melee, so they'd all be clumped together, and even the shooters (sniper/medic) would want to be part of that action too.

 

Maybe if the side ramps went to the top instead of the main level, it'd force more traffic through the top and bottom?

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