koth_blockade

KotH koth_blockade rc4

Lazy Developer

L1: Registered
Aug 27, 2017
8
0
koth_blockade - A simple and open king of the hill map.

A simple and quite open king of the hill map. Designed in about 2-3 days (on and off). Initially started as a map to learn using displacements.

This is only an early version, There are still many things I am not happy with.

Thinks likely to change:
-The underground passage will be changed, Currently too basic and too similar to another map.
-the lighting is not ideal, Will be changed by the next version but this is close enough to what I was going for.
-Outside the playable area of the map is in dire need of more being added.
-A few visual/lighting bugs, These will be fixed (hopefully) next version.
 

Lazy Developer

L1: Registered
Aug 27, 2017
8
0
Changes:
-Cliff terrain is now taller
-There is now cover over the point with a hole on top so that classes can shoot from above the point.
-There is a second spawn exit and the previous building outside the initial spawn is now the actual main spawn. This is so there could be a second spawn exit fairly spaced out yet still leading to the same area.
-The previous hole in the ground besides the point has now been built around to provide a nice look, a place for soldiers and scout to more easily get height advantage and to make the point more interesting to cap.
-HDR lighting and the map is now much brighter, Similar lighting to Sunshine.
-There is also water in the room under mid. This was changed now to be a bit more interesting looking and more noticeable.


Known issues:
-Decal on the red building is missing. Easy fix, but did not notice it until compiling and building cubemaps. Not an important issue to really bother recompiling.
-The cliffs are bit iffy on the corners, Forgot to change that. Really is just visual as it is quite high up that is starts to look a bit messy. Will be fixed in the next update.

I have never tested this map properly, I jumped around a bit but nothing more than that. If you could get a few players to try and play an actual game on it feedback will be much appreciated. I feel scout may become too powerful now that he can also get onto the roof of the point, But perhaps that will help for closer games and make holding the point a bit harder.

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Lazy Developer

L1: Registered
Aug 27, 2017
8
0
Changes:
-Changed the textures on the ground and the cliffs to make it more visually appealing.
-Updated the bases to make them more visually pleasing.
-Fixed tunnel terrain, This also now results in the health pack decals working in the tunnels.
-General optimization
-Fixed some thing to do with lighting
-Fixed the length of the red side of the map, Previously the red side of the map was slightly longer which caused severe disadvantage to the red team.
-Fixed an issue that would cause bots generated by nav_generate to walk into a certain walk thinking they could get passed.

Things needing to be done:
-Improve the visuals of the forward most part of the spawns
-Fix the spawnroomvisualizers to be centred and fit the actual brush snugly.
-More optimization.
-Detail the spawns more and fix some terrain issues, Mostly with the tunnels and the entrance to the tunnels.

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Lazy Developer

L1: Registered
Aug 27, 2017
8
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Revamped the mid point to make it more spacious and a bit more bearable with more players.

Current issues:
- Still lack of detailing in some areas.
- Fallen over stool in red spawn has been duplicated for some reason and exists in that same spot twice but slightly rotated.
- Decals that where placed in the map are non existent :(
Top_Down_Blockade.png


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Lazy Developer

L1: Registered
Aug 27, 2017
8
0
Yes, RC4 after B2. Kinda forgot to post the rest of the updates.

Improvements are:
- More detailing around the cliff tops
- Better point shelter (Now without any holes)
- Shipping containers can now be used to get on top of the point as any -class
- Extra health pack and ammo pack added on the outside of each spawn
- General performance fixes

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