After A11 and a week away A12 is now symmetrical! (mostly)
Also cleaned up the control point (less pillars to get caught on)
Added a bunch of tiny palm trees (find them all!)
Pulled the Ocean in to give snipersubs less room to hide in
Cleaned up the shape of spawn (outdoors) to help rollouts
Fixed a bug where the blue train passed through doors

Attachments

  • koth_campania_a120001.jpg
    koth_campania_a120001.jpg
    211 KB · Views: 140
  • koth_campania_a120010.jpg
    koth_campania_a120010.jpg
    314.9 KB · Views: 139
  • koth_campania_a120004.jpg
    koth_campania_a120004.jpg
    325.2 KB · Views: 143
  • koth_campania_a120007.jpg
    koth_campania_a120007.jpg
    315.3 KB · Views: 139
  • koth_campania_a120002.jpg
    koth_campania_a120002.jpg
    244.4 KB · Views: 140
  • koth_campania_a120003.jpg
    koth_campania_a120003.jpg
    261.5 KB · Views: 154
  • koth_campania_a120000.jpg
    koth_campania_a120000.jpg
    313.7 KB · Views: 136
Maybe I should take this map more seriously

changes:
- removed joke
+ added silly

In this update I'm trying to:
direct the fight to the point
keep sniper fun to play & play against
keep a bit of the deathmatch feel
reward teamwork
it was a joke map all along
surprise!
reverted to a7_invert
added signs
expanded capture area
opened up space out of spawn
blue train is longer and less frequent
changed spawntimes
closed up lower route
replaced ocean with deathpit
removed crates by mid
added some tiny buildings near mid
added more stairs towards mid
It's the right way up now, I promise.

+Added Train Doors
+Added Some Nasty Sightlines
+Added Detailing
+Added New Stairs
+Added AREA PORTALS

Attachments

  • koth_campania_a80000.jpg
    koth_campania_a80000.jpg
    254.8 KB · Views: 152
made map more Australian
delayed trains (and updates) to be less frequent
reshuffled health and ammo
clipped some spots better
some other stuff i forgot to write down
blocked sightlines (at the expense of fun jumps & added a massive chokepoint)
snipers now drown rapidly when they touch water deeper than 64 hu
changed skybox back to day
reduced train speed by 25%
fixed doors (again)
added another spawn exit on the top floor for each time
tweaked some railings
randomly shuffled health and ammo placement
confronted (ignored) doubts about having a layout that is really just a straight line full of fun jumps with some water on the side
considered ripping off hightower further but ripped off banana bay again instead

next update will likely take longer to produce, but then again I have lots of free time and bad ideas so maybe not