**** UPDATE: some changes reflecting MeatROme's comments:
1. water floor raised -- doesn't slow you down.
2. higher walls surrounding, plus "mazy" walls for cover and bunny hop fun.
3. 1 in 7 chance of respawning at top with chaingun and (possible) quad.
4. more weapons/health, rifle introduced
5. jumppads at the top of stairs to speed up the climb
6. Healthboost for the patient.
7. Less ammo for the king (he always had no health nearby)
8. Removed king's jumppad (didn't like it anyways)
9. green armor on the way up.
10. Teleport to the near-top.
11. Changed it into a FEMALE power phantasy map by using palm trees :-)
All the other king's handicaps remain: small & exposed surface area, poor line-of-sight, no health, being surrounded, etc. Seems the quad is the only reason to be up there now, and it may no longer be a KOTH map o.O.
P.S. Waypoints are wonked, but the bots act better now.
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Howdy people. I'm fresh here, so I decided to give a map as sort of a welcome gift. It's more of a concept map than anything, since I'll be making more complex maps based on the king of the hill theme.
All the goodies are at the top for all modes (capture, ctf, deathmatch, etc.), and you're at a severe disadvantage at the bottom. It's NOT a run-and-gun -- more like a map of attrition :-). It scales pretty well, maybe up to 16 players might work [!]. Some interesting features:
1. A capture base is inaccessible so that whoever dominates the top will win.
2. Deathmatch players spawn from the sky (heh) and can maneuver into the water, pyramid, or the back wall whilst falling.
3. Gold-like shader effect (turn shader detail to high to see it)
4. The steepest slope anyone can climb!
In the screenshot, the waterfall has refraction off so that the silver can shine through.
Bots act bizarre on the map, but ah well. Any comments/suggestions would be appreciated.
Anyhoo, hello and happy fragging!