arnoIdhttps://gfycat.com/AdorableCompetentCopepod
Oh ahahah, My mistake on that.
Do you all like the new trees as model, or the old ones?
Account Details | |
---|---|
SteamID64 | 76561198000823482 |
SteamID3 | [U:1:40557754] |
SteamID32 | STEAM_0:0:20278877 |
Country | United Kingdom |
Signed Up | February 28, 2016 |
Last Posted | August 14, 2017 at 4:45 PM |
Posts | 36 (0 per day) |
Game Settings | |
---|---|
In-game Sensitivity | |
Windows Sensitivity | |
Raw Input | |
DPI |
|
Resolution |
|
Refresh Rate |
Hardware Peripherals | |
---|---|
Mouse | |
Keyboard | |
Mousepad | |
Headphones | |
Monitor |
arnoIdhttps://gfycat.com/AdorableCompetentCopepod
Oh ahahah, My mistake on that.
Do you all like the new trees as model, or the old ones?
Out of no where a small update!
BETA 4.
Fixed Clipping Issues around point.
Made the 2 big trees smaller and away from point a little.
Fixed some cosmetic stuff.
Due to some random person stealing my map and uploading it to the workshop, I've had to go ahead and upload it to the workshop!
http://steamcommunity.com/sharedfiles/filedetails/?id=760582747
https://dl.dropboxusercontent.com/u/12945353/maps/ulti/logo.JPG
This is also B2
Which fixes the missed clip on the roof
B2 Download
BETA 1!
Just a few things really.
B1 Download
B1 Changes:
Applied a8v2 changes
Removed Tree from mid
Moved high ground out a little
Rotate spire 45 degrees
Detailed map
Experiment Version
A8v2 Download
A8V2 Changes:
Added structure to mid
Added 2nd ammo pack before ramp
Added Wall to spawn
bonus detailing.
Hey just a little update on some ideas, see what you think:-
Adding another small ammo pack near to the point?
Add some high wall cover to spawn areas?
Possible add an even easier way to get to point?
This idea is a bit out there and is probably a no but:
https://dl.dropboxusercontent.com/u/12945353/Screenshot%202016-09-05%2003.16.03.png
Idea of this is sorta like baloo but not, Something to fight around, use as cover and can splash off.
Lemme know what you think about these possible ideas.
Thanks for all the amazing feedback!
A7 Download
A7 Changes:
Removed boxes/ Replaced with better route
Lowered high ground a little
Add some height to bottom of high ground
improved some clipping
A6v2 Download
a6v2:
We shall give this a try!
Removed spire point, made flat cap.
If you want, I can try without the middle spire. See how that plays out?
shorasWhy people stopped making ultiduo maps that play like the original one i.e. with cap point being on lower ground?
Height variation is fun?
I feel like having a flat point is sorta boring, fighting up, around and over a structure is much more interesting!
Maybe my next one could be on a flat plane.
A6 Download
A6 Changes:
Removed 4 Trees
Rotated ramp to point
lowered high ground
Cap timer is 5 min
A5 Download
A5 Changes:
Map is now 256 smaller, trees are scaled down as well.
High ground next to point lowered
Respawn times should be similar to baloo (with attackers getting advantage)
Cap time decreased
Removed detailing
GunshlingerI tested out the map yesterday on a3 with some friends (Logs here)
The changes to a4 were really not game-changing. "Move center tree to make more room" Didn't change much from Version A3 to Version A4, it mostly just looks different, which is fine.
"Reduced Respawn Time" is very slightly affected from what I saw. On average on A3, you had a 12 second respawn when you own the point, which is ridiculous in ultiduo. On version A4, the spawn is about 10 seconds, which is still a little ridiculous. When you don't own the point, both maps seemed to have a spawn time of 7 seconds. On both koth_ultiduo and ultiduo_baloo, it's 3 seconds when you have point and 0 seconds when you don't have point.
"Reduced cap time" from 25 seconds at 1x and 16 seconds at 2x to 20 seconds at x1 and 13 seconds at x2, a good change, but again it just seems long. Compared to something like koth_ultiduo where it's 10 seconds at x1, and 8 seconds at x2.
"Extended resupply area" Red spawn is fixed, blue spawn isn't.
Overall it's a step in the right direction. Overall the map just feels too slow and too big honestly and there isn't really much "high ground advantage", like baloo or koth_ultiduo have. Maybe it's a good thing cause it's different, but it just seems mostly like floor fights.
Love the design of the map, just could be scaled down a bit, hope later versions turn out even better! :)
Thanks for the feedback, a few things.
I noted that baloo spawns, the respawn supply areas don't cover the entire spawn just where the players spawn and not the entire area, would you prefer if it was like that or the entire spawn?
Would it be better if I make the respawn system just like baloo? So attacker get the bigger advantage.
I guess the cap time is p'decent? maybe quicker?
I will work on decreasing the overall size and scale down some things I think. However I do sorta like the size as I feel it gives lots of choice for possibilities.
Hi there,
I would like to know what people are after for a ultiduo map, what on people wishlist!
For refrence I am Bakscratch, In the past Koth_Stallone which is played in 4s, And Koth_Forge which is starting to be played and PD_Watergate(which is officially in game). And many other maps!
If you'd like to contact me straight feel free to add me Here
For pass developments go Here
-----------------------------------------------
Out of no where a small update!
BETA 4.
Fixed Clipping Issues around point.
Made the 2 big trees smaller and away from point a little.
Fixed some cosmetic stuff.
DOWLOAD B1
BETA 1!
B1 Changes:
Applied a8v2 changes
Removed Tree from mid
Moved high ground out a little
Rotate spire 45 degrees
Detailed map
Experiment Version (Out Date)
A8v2 Download
A8V2 Changes:
Added structure to mid
Added 2nd ammo pack before ramp
Added Wall to spawn
bonus detailing.
TEST CHANGE (Out Date)
a6v2:
We shall give this a try!
Removed spire point, made flat cap.
A7 Changes:
Removed boxes/ Replaced with better route
Lowered high ground a little
Add some height to bottom of high ground
improved some clipping
A6 Changes:
Removed 4 Trees
Rotated ramp to point
lowered high ground
Cap timer is 5 min
A5 Changes:
Map is now 256 smaller, trees are scaled down as well.
High ground next to point lowered
Respawn times should be similar to baloo (with attackers getting advantage)
Cap time decreased
Removed detailing
A4 Changes:
Move center tree to make more room
Reduced respawn time
Reduced cap time
Extended resupply area
Windows!
Twiggywould it be dumb to ask you to do a regular koth map with it once you're finished?
Possible! But I don't think It would play too well.
Side Note all future Map Development will be in this thread!