Somehow i forgot this one (sorry erk), lower down this platform, now player can jump on with ease
yxQYxag.jpg


While running around the map, i found out that the open choke also created new sightline problem, so i put sth here to block it
MQxdIug.jpg
The broken part of the bridge was meant to provides some cover, but it's kinda annoying because ppl keep getting stuck between it and the point, so I dropped it down
v1kSJwZ.jpg


Trimp the ledge of this step, so you don't have to jump everytime
qC2Umej.jpg


Open the flank choke, giving players more space
GvXXykJ.jpg


Add these wall on both sides, so water players can't jump on the highground but have to take the stair, also provide some cover
QFDmTbj.jpg


Rework this wall, make it easier to jump over and also letting ppl know that it's jump-able
s4JxAZT.jpg


Resize this spawn route, reduce the rollout time
FeVBvB4.jpg


Remove another unecessary, unused spawn route
Increase spawndoor opening speed
Remove unecessary, annoying detailing
_________________________________

Hope this update won't make the map less balance than a9
A9

quick update so i can add it to the imp before the whole place cramped up with other' maps

Add displacement in these places, easier to walkup
ZnYPkbU.jpg

nUTBxSC.jpg


Move the pillar back to symmetrical position
Move the sign to the sneaky Sniper route, also make it brighter
Cut the pyramid top off a bit
Resize the main route layout
A8

Made up some stuff so I can update the map to a8:

Make the capture zone bigger for player to move around while capping
Move the pillar a bit to block the Sniper's sightline
Add this sign to block even more sightline
q9tw2Mz.jpg


That's it
forgot to pack, i'm so fking dumb
I just found out that surfing is pretty useful on this map, like on the pyramid or the bridge, it allows you to move a bit faster from left to right
__________________________________________________

Some of the small changes i forgot to mention in the last note:
-Remove the coffin's cover
-You can stand on the billboards now ( it means nothing really )
-Move the health & ammo packs forward a bit
-Remove the flanking wall, so you don't have to jump over it
__________________________________________________

A7

New layout overview (the black part is water)
6Cm59a4.jpg


Add these steps so you can't hide behind the wall anymore
kJkYUa7.jpg


Bit of detailing around the map
hkNjHX4.jpg


Lower down the "anti-splash" bottom even more, and change the texture to black so it looks like the water's coming from there (like a water draining system)
Increase the skybox height
More clipping
More signs
It's not a Egyptian theme map without a Pyramid

The a5 version is just bad, long rollout time and too much low ground disadvantage with some sightlines problem

So i changed a bunch of thing:

Put a huge pyramid on the mid
Scale the whole capture area down from 128hu to 62hu (but the flank height is still the same)
kSz0DEi.jpg


Open another flank route
2syfWJc.jpg


Move the columns
Cut the bridge off abit
Stack up some big bricks for more cover
NWKByhC.jpg


Move spawns forward (the old spawnrooms were in the wall behind)
A3PpduD.jpg


Hope it works this time
A5

I always call this area "flank", even though it was nothing like a flank: low ground, choky, and the enemy can see you mile away

Before
a9nig9o.jpg


So I changed it a bit, but a wall to block the view, and open an alternative path to the point

After
Iadk58E.jpg

AnIJ9jr.jpg


This "coffin" is now opened, so the enemy don't have much space to stand on, less comfy

mbXptzV.jpg


Update a map 4 times without a single playtest since a1, this should be a record

Attachments

  • koth_pain_a50003.jpg
    koth_pain_a50003.jpg
    287.1 KB · Views: 67
Make the abutment looks more realistic
9gpKpSP.jpg

akfDGB8.jpg


Add these... things to block Sniper sightlines
WYrMI5G.jpg


Block the side areas of spawn so no one can hide there
JmD3Tve.jpg


Break down this wall, just making it easier to go left and right
JVQ0TLh.jpg


Increase the flank ceiling for rocket jumping (not much of a flank, but let's just call it that)
KXNJ3Re.jpg


Also fix this wall-hacking exploit
dFoFyJA.jpg


Last update, or not
Some half big half small changes:

The "anti-splash" will now completely non-solid, every projectile weapons will fly through these fences.
WF5vc5V.jpg


Made these columns look abit better (also add a door)
od7xChT.jpg


Changed the steps from 8hu to 16hu, less repetitive
eDtfUYs.jpg


Increased this block' height from 64 to 80, prevent Heavy from shooting up down here
T19TLlY.jpg


Also made all the breads non-solid