changed the map's name to koth_bread (former name was koth_pain), reason unknown

reversed the map back to alpha stage, because the current details are ugly af and the size is a bit overscale

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B7 - mainly based on feedbacks

Add staircases on the pyramid, now everyone can get up there
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Now you can crouch jump on these stacked bricks, add a ladder to make it more obvious
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Remove the danger zone lines, cause it looks kinda weird and also block player movement
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The reason why i just keeping putting stuff in this sneaky route because of the "wall shield", the drop is 64hu high, if you stand down here, only your head visible, while you still can shoot up the spawn area

Raise up the water (it's abit buggy), but not flooding the area like before, because the fall damage is still a great deal for Jumpers, sorry trbz_

Add a small health pack on mid, relocate the ammo pack

Some repetitive staircase textures stuff
No screenshots this time, just some minor changes:

Continue to detailing mid (eventhough it looks very ugly)
Change the skybox for more pleasant lighting
Reverse the flank, more open now, also add some pillars for more cover
Reverse the captime back to 12s
Remove water to prevent jumpers take advantage (no fall damage, rocket jump super high), also because the water surface is kinda buggy
B5 - tech update

No artpassing, more experimental changes

+Cap time reversed to 24s (from 12s):
After a mid fight, with longer cap time, your teammates can take advantage of the fast respawn time (4s) and then regroup with you on point, while the enemy team still busy respawning (8s)

+Remove the wall cover on this flank route, and make it chokier. Easier to control
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+Make the water flanks deadlier (easier to get shot)
+Raise the coffin's platform height, no coffin shield anymore
+Fix the pillars and broken roof
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Save the artpassing and optimization for later
B4 - experiment

My map unexpectedly got tested by the competitive 6s players (seriously, I mean I did post the map on teamfortresstv but didn't think that they will playtest it)

Here're the feedbacks
Its hard to see whats going on at mid due to the cap point and all the walls and stuff
Flanks seem too big
Theres too many entrances to mid

They're right, the map is very chaotic, TDM like with all the different entrances, flanks, covers which allow the players to unexpectedly jump out of nowhere on their enemy, which is kinda fun

But since I'm aiming this map for casual play, I have to take these with caution.
So I want to experiment with the bridge first, turn it from a ramp back to a normal bridge, since we already have a pyramid to block the Sniper's sightlines, even though you still be very exposed when walking on this bridge

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Layout changes in beta phase!? Well, not really

Remove the third spawn route since no one uses it
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Block the old route with some details
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Art-pass the long yard (that's what i call this area)
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Because of the details, layout also changed, but just abit
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Move the small ammo pack from long yard to mid, now there're 4 small ammo packs around the point
Bulletblock the pyramid
No longer can build in spawn (not tested yet, just assume)
Seem like there's gold in the pyramid, no wonder why Red & Blu fight over this
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Some minor details around the map
Added fog
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Thanks EArkham for the Egyptian pack, lot of cool stuff
B1 - beta bois

I just found out that the Capturing time was 24 seconds (x1)
This could explain why it's so hard to retake the point
And it's been like this since A1, hot damn

Changes:
- Cap time reduced to normal: 12s (x1)
- Buildable balcony surfaces
- Remove the sign at the danger zone, make the ropes bigger and add bulletblock brushes
- Art-passing the spawnroom

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A13 - ooh the lucky number

Seem like the map still has problem with the "hard to recap" thing, hope it will be improved in this patch

Bring the broken part of the bridge pack up, and make it look more realistic
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Add an alternative path to the sneaky route
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Put some props at choke
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Make this balcony looks nicer
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Move the resupply lockers closer to the doors
Move the columns and stacked bricks to block some Sniper sightlines
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Compilepal seem good
A12

I noticed that the bridge/ramp height make no sense, because it has 4 bricks (128hu) height, while the ledge it connected to only 2 bricks (64hu). So I have to lower it down, but since this bridge has a very strategic position in the map, so I have to be careful with it
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Detailing these column, turn them into pillars, also rise the roof up a bit
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Remove the wooden signs in the sneaky water path
Add a ladder with bulletblock brush to block the Sniper sightlines
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Increase the capture zone size to each side, giving players more space to move around while capping
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I thought with all these holes on the water drain/ sewer system, the Engineer wouldn't be able to build stuff on it, I was wrong.
Add nobuild on these areas
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Some clipping to make thing smoother when running around