You thought this map dead, but it's back with a vengeance.
Now the LAYOUT HAS BEEN FLIPPED, THINGS HAVE BEEN SHUFFLED AROUND, and it LOOKS SLIGHTLY LESS LIKE GARBAGE ~OOOOoooOOOOOoo~
The map has now been mirrored on both sides, making it slightly less confusing whenever you swap teams, as well as making the Mid (hopefully) more interesting.
Mid has been shrunken, redesigned and fucked around with,...
Battle through sinking shacks
After nearly half a year of not touching the map, I came back and did a massive overhaul of it, streamlining the layout and gameplay to hopefully make a much better KOTH map experience.
Mid has been redesigned, reducing Scout's advantage via abusing props and ledges for quick getaways, as well as removing the various steps and ramps, making it a more pleasant travelling experience for slower classes.
Shack has been removed, as it provided too...
Mostly a quick readjustment of the rollouts this edition.
Only major change to Mid was splitting the single staircase into two, for better flow on the lower area of the map.
No more Door into rollout, as I felt this was causing people to be a bit too cautious heading in there, and thus encouraging the other team to head into it and spawn camp a defensive team.
Note the addition of a extra route into the...
Here's another big change to the mid flow, one of these is going to work, I swear.
First is the addition of some more height advantage for Defenders in the spawn rollout, go build some sentries.
No more shutter doors onto mid! (again), also the addition of a Sniper Balcony should hopefully add some more excitement to pushes, as well as give them something to do other than be killed having to stand next to...
Another Major/Minor change to mapflow this time, in preparation for what I have in mind for the detailing, the side "shack" that breaks up both team's side of the map has been redesigned, allowing much easier access for non-jumper classes, as well as prepping it for what I have in mind for it for the artpass.
Also, all stairs have now been Blockbulleted, for all fans of shooting rockets at staircases.
A minor, but important update, I added a new one way rollout route to the side flank corridor for defenders, allowing them to bypass the main rollout room and flank a aggressively pushing team, instead of being forced to engage them head on.
Complete rework of entrances to mid, and a few minor changes to the point itself, this update.
The campy corridors of death have been removed, replaced with two split entrances to mid from the Pillar room, reducing the effectiveness of just dumping Sentries right next to the point, but still allowing teams to keep a foothold near to the point.
Side walls have been fenced off, and the point's cap radius...
Mostly minor changes here and there, mostly changing scale in a few areas to generally help attackers onto the point.
Update mostly focusing on health, both getting onto and around the point, with the addition and changes of healh packs surrounding the point, to make attacking from more angles more viable.
Health and ammo have been added to the Pillar room to reduce having to backtrack if you fight a enemy in here on way to the point.
Door into the mid corridor has been removed, no more stumbling face first into...
Lots of general changes to the mid this update to help direct gameplay flow to the midpoint, instead of fighting still mostly occurring at the wrong end of the map, causing stalemates.
Entrance to the mid has been closed and cover has been rearranged, shutting off a few problematic Sniper sightlines onto mid and also pushing people closer to the mid.
Mid has more cover, as well as a rework of the flank...
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