Armory B5A

Competitive KOTH map (6v6, 7v7, or 9v9) set between two military warehouses

  1. (Hopefully) fixed missing models and textures

    kevin gator
    I think I fixed the packing for this, but let me know if it didn't work
  2. B5

    kevin gator
    • Made all lights less bright
    • Added detailing in spawn rooms


    1. koth_armory_b50000.jpg
    2. koth_armory_b50001.jpg
  3. B4A

    kevin gator
    Fixed a missing skybox clip brush, fixed missing decals.
  4. B4

    kevin gator
    Continued artpass process. Detailing out-of-bounds area is complete, but no 3D skybox. Made a few other changes as well.
    • Blocked off a small doorway in the warehouses to make it easier for a spawncamped team to push out
    • Smoothed clipping on the ramp in spawn, you should now be able to walk up smoothly without using the stairs
    • Lowered skyboxes - Area outside of spawn has slightly lower skybox than mid
    • Cut down on visleaves
    • Changed the shape of fence to the right outside...
  5. B3

    kevin gator
    Took a lot of time on this update.
    • Continued artpass process
    • Made minor changes to map geometry such as new doorway arches
    • Restricted player access to an unnecessary area outside of spawn
    • Replaced ground outside of spawn with displacement grass
    • Fixed some incorrect textures
    • Added env_cubemap entities
    I realize that there are many aesthetically unfinished parts of this map, namely the out-of-play areas to the sides. Work on those areas will come in future...
  6. B2

    kevin gator
    Continued artpass process, this time mainly focusing on roof detailing
    • Added support beams on interiors of warehouses
    • Changed some textures
    • Replaced planes outside of spawn with building
    • Made more smoothing clip brushes
    Still have a lot to do, I plan on leaving the skybox for later, as well as complex lighting, soundscapes, HDR support, more detailing, etc.


    1. koth_armory_b20000.jpg
    2. koth_armory_b20001.jpg
    3. koth_armory_b20002.jpg
    4. koth_armory_b20003.jpg
  7. B1

    kevin gator
    Made a complete but minimal artpass, removing all dev textures. Made a few other minor changes as well:
    • Repositioned resupply lockers in spawn
    • Slightly re-oriented wall in either warehouse
    • Added props under stairs in skylight building, playerclipped the entire area underneath stairs
    • Changed lighting in many areas
    • Made other small fixes and tweaks that I probably am forgetting


    1. koth_armory_b10000.jpg
    2. koth_armory_b10001.jpg
    3. koth_armory_b10002.jpg
    4. koth_armory_b10003.jpg
    5. koth_armory_b10004.jpg
    6. koth_armory_b10005.jpg
    7. koth_armory_b10006.jpg
    8. koth_armory_b10007.jpg
    9. koth_armory_b10008.jpg
  8. A4

    kevin gator
    • Made changes to cover on battlements
    • Changed the way skylights look
    • Removed a row of lights in warehouses
    • Removed nobuild region from shipping containers around mid
    • Added a new wall inside the warehouses
    • Added more clipping to smooth out movement
    • Moved medium health packs from warehouse into a side room


    1. koth_armory_a40000.jpg
    2. koth_armory_a40001.jpg
    3. koth_armory_a40002.jpg
    4. koth_armory_a40003.jpg
    5. koth_armory_a40004.jpg
  9. A3

    kevin gator
    • Added some smoothing clips to make movement smoother
    • Removed a prop used to block a sightline, added shutter doors instead
    • Redesigned a side room that seem underused
  10. Fixed a dumb mistake

    kevin gator
    Triggers were not compiled previously, this is the same as A2 otherwise