Skymill

KotH Skymill B3

PVCFaust

L1: Registered
Feb 9, 2018
20
4
Skymill - A small KotH map featuring a wigless windmill

Skymill is a compact KotH map with an open skybox and a Windmill

Features include, but are not limited to:
-A lot of (4) spawn exit doors
-A windmill
-An underground flank route
-An aboveground flank route
-Roof access
-A very open skybox
-Strategically placed ramps
-A fully functioning contol point
-A windmill

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You can't get ontop of the windmill
 
Last edited:

PVCFaust

L1: Registered
Feb 9, 2018
20
4
Changelog:
- Moved spawns further from the capture point
- Added buildings between the spawns and the point
- Added more cover around the capture point
- Added some cover in the Windmill
- Added another exit to the lower flank route
- Changed the "brush fences" to proper prop fences
- Changed the bulky stairs to ramps in the upper flank route

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PVCFaust

L1: Registered
Feb 9, 2018
20
4
Changelog:
- Closed up the roof of the building in the center
- Connected the three buildings on the upper route
- Added some cover to the main uphill route
- Added arrows to help navigation
- Adjusted ammo and healthpack values
- Added cubemaps

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Mythics

L1: Registered
Mar 27, 2017
42
22
Map seems to look nice from my run through, but I have no clue what this prop is doing here. 20180717112548_1.jpg
Honestly, I can't wait to test it.
 

PVCFaust

L1: Registered
Feb 9, 2018
20
4
Map seems to look nice from my run through, but I have no clue what this prop is doing here. 20180717112548_1.jpg
Honestly, I can't wait to test it.
It's there to break up that wall and indicate that the underground area is supposed to be something mineshaft-like.
 

PVCFaust

L1: Registered
Feb 9, 2018
20
4
Changelog:
- Overhauled the building between the point and the spawns
- Added an outside-facing lip to the big holes/windows for easier access
- Added detail to the main route from spawns to capturepoint
- Adjusted health and ammo placement
- Various visual changes

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Vhonny Barjo

L1: Registered
Aug 7, 2018
12
4
Really nice and open. Would be fun to wander in it and encounter enemies wherever. All themes would suit it as long as you keep the muddy place below the point.
Also on the photo you can see that the ramp to access to large romm with amoo/med needs to be jumped. It would be better not to have to IMO.
 

Attachments

  • koth_skymill_a70000.jpg
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PVCFaust

L1: Registered
Feb 9, 2018
20
4
Changelog:
- Remade the exit of the upper path from spawn through the middle house to the point
- Remade the sidepaths going around the point
- Remade the connection from the mill cellar to said sidepaths
- Added windmill wing detail
- Removed ramp to windmill balcony
- Improved clipping
- Minor texture fixes
- Some lighting fixes

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