I really love the aesthetics! The atmosphere is amazing! lol I was sneaking around your files and checking it out the other night!
your castle features are amazing >_> the theme is sexy af and is well done. really reminds me of a Mortal Kombat style and gives me a foreign-nostalgic feeling. It's a refreshing place to fight.
I hadn't thought of mortal kombat, but that's not too far off from what I was going for. Like the art style of a old school "parental advisory" video game. Thanks man
Hey, someone out there made a gameplay video of the map! It's an older version, and they're using AR starts, but if you're interested in getting a better look at the map, check out the video: Many thanks to Perfecticioncy for making the video! I'll upload it to the main page as well. In other news, I'm testing an End of the Line sniper and some different respawn times for the Speed Boost. Still haven't made up my mind on the sniper vs boltshot on this map. I'll update the map in the next few days if I commit to one of these changes
Pat Sounds updated Throne of Blood with a new update entry: Layout Update, Weapon Changes and Spawn fixes Read the rest of this update entry...
Next time I'm on which may be in a little bit I'll be on to do a little bit of work if you would like. The map is going to be sick
Sounds good man. I'm looking forward to having this one wrapped up! It's been feeling really good lately
I'm quite aware that this map has less than ideal spawning at the moment, with lots of hot spawns and some easy to execute spawn trapping. Clearly, the fact that it is a smallish map and very one-sided means this problem is somewhat inherent to the design...That being said, Cheapbox and I have made some more changes to the layout and weapon set in an effort to improve the experience for the respawning player. Here's a mostly accurate drawing of the new layout I whipped up in photoshop: The biggest change is the addition of a new route on the left side that takes you from the teleporter position to the bridge where Sniper used to spawn. There is also now a Hydra at the old Sniper position. The speed boost has been swapped out for a damage boost, and as a result the Sniper had to go too. The goal of these changes is give another location for spawning and to make it harder for the player that's alive to abuse spawn traps using the speed boost. I also swapped the BR for Carbine because I think the Carbine is more fun and the BR was very hard to see with the juicy filter. I'll be testing this out over the next few days. If this becomes a permanent change I'll update the map with new screenshots...I was gonna add some before making this post, but as some of you may know I'm currently studying for a black belt at "Keef" Hafner's School of Pothead Karate. Remembering things and staying on task can sometimes be casualties of all the intense training I'm doing...Pics will get here when they get here.
Pat Sounds updated Throne of Blood with a new update entry: Nearing the end of development... Read the rest of this update entry...
Played Hex on this over the weekend. Really liked the way I could control the pace to give myself a better chance against someone who plays all the time. Hit me right in the nostalgia bone. You can create a spawn trap however if you control the gunfighter mag platform correctly. Wasn't super easy to do though.
Thanks for the heads up man. I've basically been moving the spawn trap around and trying to mitigate it through recent changes. I think the current spawn trap is the hardest to do and least effective one on the map yet, but it's something I will continue to work on. I like that the map is small and fast paced and I think that is one of its strengths, but I'm still trying to make the spawns work perfectly. I'm not sure if it's something I can completely remove from the map, or if I'm gonna have to settle for something that solves the problem only part of the way. If you have any suggestions, I'm all ears...If you don't, no worries and thanks for pointing it out. Like I said in the 1v1 submission thread, I expected this to be a learning experience...at least I've learned a **** ton about spawning from building this map if nothing else.
Spawn traps are not a bad thing. They should take a fairly deep understanding of how the game works to pull off though. I think you have it in a pretty good spot. I wasn't able to just rotate the perimeter. It wasn't a simple back and forward and it seemed to rely somewhat on whether or not the person chose to take the bottom hallway or not off spawn. I know you said the map is fast paced but I will let you know that Hex and I didn't make it to 15 kills. Don't look at it as a bad thing. Look at it as the players having some control over how the pace of play is dictated.