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Author Topic: kildau's Map Hall | koth_cdragon |  (Read 15427 times)

[SGC] kildau

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kildau's Map Hall | koth_cdragon |
« on: August 11, 2014, 02:04:44 pm »

                   
Welcome to Kildau's Map Hall


                                     NEWEST MAP - koth_crab
CTF
(click to show/hide)
CP
(click to show/hide)
KOTH
(click to show/hide)

DKoth
(click to show/hide)
Payload
(click to show/hide)
UltiDuo
(click to show/hide)
A/D CP
(click to show/hide)
Arena
(click to show/hide)
Generator
(click to show/hide)
WIP Maps
(click to show/hide)
Total map count:18
« Last Edit: June 04, 2020, 02:28:25 pm by [SGC] kildau »
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ZaSpai

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Re: kildau's Map Hall
« Reply #1 on: August 13, 2014, 06:10:17 am »

The layout of this map seems a lot more suited to a domination styled cp (which I attempted modding once a few months back but was ignored, RIP) than a traditional due to the point layout.

A bit worried about direct lines above the middle point. I think it wouldn't hurt to stretch the map horizontally a little bit and add a few more boxes or other platforms to block some of the direct lines (and for a bit more variety in terrain options).

Edit: this is my example of domination cp, it's for 2.6.8 I believe so it's outdated
« Last Edit: August 13, 2014, 06:21:15 am by ZaSpai »
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aronhun

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Re: kildau's Map Hall
« Reply #2 on: August 13, 2014, 06:15:09 am »

You should make more otherwise, I collected the maps in a topic called: Aronhun's Hall of maps. Link: http://www.ganggarrison.com/forums/index.php?topic=35136.msg1207603#msg1207603 :hehe:

[SGC] kildau

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Re: kildau's Map Hall
« Reply #3 on: August 13, 2014, 08:46:37 am »

The layout of this map seems a lot more suited to a domination styled cp (which I attempted modding once a few months back but was ignored, RIP) than a traditional due to the point layout.

A bit worried about direct lines above the middle point. I think it wouldn't hurt to stretch the map horizontally a little bit and add a few more boxes or other platforms to block some of the direct lines (and for a bit more variety in terrain options).

Edit: this is my example of domination cp, it's for 2.6.8 I believe so it's outdated

Interesting idea,I'd like to see how it rolls.Though I quite like map as it stands right now.I've tested it on my server (3v3,4v3) and it was perfectly fine with standart A/D CP layout.Games were intense and interesting and what surprised me the most was the fact that there was no spam,only point battles.Also middle section is no-no for snipers because they can only shoot straight and not lock-up point because of terrain,so I can honestly say you,that it's not a problem.
« Last Edit: August 13, 2014, 11:49:24 am by kildau(drvries) »
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[SGC] kildau

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Re: kildau's Map Hall
« Reply #4 on: August 13, 2014, 08:52:07 am »

You should make more otherwise, I collected the maps in a topic called: Aronhun's Hall of maps. Link: http://www.ganggarrison.com/forums/index.php?topic=35136.msg1207603#msg1207603 :hehe:

There are more coming,I just have to decide what to do next.I really like koth_frontier,it's great,but arena_frontier needs to be more simple in bottom section.
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[SGC] kildau

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Re: kildau's Map Hall
« Reply #5 on: August 14, 2014, 08:19:42 am »

This is BG of my new 3cp map.Leave your suggestions.I'm a bit worried about 1st and 3rd CPs,as there is only one way to defend it.

« Last Edit: August 14, 2014, 08:27:04 am by kildau[UA] »
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Derpduck

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Re: kildau's Map Hall
« Reply #6 on: August 14, 2014, 08:24:36 am »

Where are the CPs? They haven't been drawn onto the map :drool:

[SGC] kildau

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Re: kildau's Map Hall
« Reply #7 on: August 14, 2014, 08:28:19 am »

Check now.
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[SGC] kildau

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Re: kildau's Map Hall
« Reply #8 on: August 16, 2014, 09:18:20 am »

Upadte of cp_uni:

-Made spawns more spacious.
-Made them accessible from bottom for all classes.
-Broke some of straight spawn-to-spawn sightlines.
-Spawn camping from the upper part is now removed.
-Made boxes in upper part bigger,so   :x27: can't lock down 1st CP.
-Some minor visual changes

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[SGC] kildau

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Re: kildau's Map Hall
« Reply #9 on: August 27, 2014, 12:15:23 pm »

New map,WIP. cp_foundry



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Conan

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Re: kildau's Map Hall
« Reply #10 on: August 27, 2014, 05:32:18 pm »

make the blu sign a rectangle
i'd keep the lower-level sightlines since they aren't too bad really, and make sniper somewhat more useful on the map.
tall buildings could maybe use a pathway to an area above the sign? maybe it would make the map too complex, but it might be useful for diehard snipers and general ambushes from above.
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Phantom Brave

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Re: kildau's Map Hall
« Reply #11 on: August 27, 2014, 06:34:30 pm »

Is this supposed to be like tf2's cp_foundry? How many CPs does it have?
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[SGC] kildau

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Re: kildau's Map Hall
« Reply #12 on: August 28, 2014, 12:17:34 pm »

make the blu sign a rectangle
i'd keep the lower-level sightlines since they aren't too bad really, and make sniper somewhat more useful on the map.
tall buildings could maybe use a pathway to an area above the sign? maybe it would make the map too complex, but it might be useful for diehard snipers and general ambushes from above.

I'm working on it to make it more viable for all classes.Thanks for suggestions.

Is this supposed to be like tf2's cp_foundry? How many CPs does it have?

TF2 version has 5 CPs.Though it's not popular in GG2,that's why I reduced it to 3.
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21Dan

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Re: kildau's Map Hall
« Reply #13 on: August 28, 2014, 02:39:42 pm »

koth_king next pug!!! #hype #hype #hype #hype #hype
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[SGC] kildau

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Re: kildau's Map Hall
« Reply #14 on: August 28, 2014, 02:51:42 pm »

koth_king next pug!!! #hype #hype #hype #hype #hype

Dan host next PUG!!!! #hype#hype#hype#hype#hype#hype

I can't imagine it being played as a competetive.Will be interesting to watch.Expecting many  :z3: :z8: :z9:
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