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Thats what i did yup yup yup
- Moved spawn more centrally
- Added a building where the waterfall was
- Refactored the mid building to have more cover going into the high ground
- Moved some rocks
- Fixed skybox
Completely redid layout. Only original piece is the stump at this point
koth_cherokee_a4
Layout
Shrink side buildings and the awning on top; too much vision for a player who could get that high ground
Widen up balcony area
Re-open side of mid with health ammo and "flank" route?
Removed dropdown entirely and refactored that entire building
Added a small platform that only soldier and scout can get to; while attacking team can walk into from other side
Refactored the spawn area buildings
Left route gives attacker a spam angle, high ground, and quick path to banana with a health pack on the way
Middle route is more obiovus, and fastest for medic; but puts attacker at a height disad below porch
Far right gives a even level to porch and is able to be fast rolled with by soldier
Gameplay
Fixed some rocks near the cap
Removed the shutter
Almost every peice of feedback has said this is not a good element in the map
Fences near banana both totally opaque
Moved health and ammos around to the building, patio and on the trains
Clipping on everything and put a height cap on map
Fully planning on having to adjust this more precisely depending on feedback
Added some temporary light entities.
These will make more sense when detailing happens
Added 1 way window in the shutter building to give attacking team sight of what they might be pushing into
This is an expirment but had a few people ask for it; i may remove it later
Fixed some edge bugs on brushes particularly around the cap
Aesthetics
Compiled a custom skin for the train_stop model to match the alpine theme
Actually made the 3d skybox make some sense
Known issues
Light env should be adjusted to better light the whole map and not make it so dark
Some displament bugs due to verticies not lining up correctly
Need block bullet clipping in little pits by rocks and such; particularly on mid
How high do I allow players to go as demo / solider?
Clipping on tree branches should prob not be allowed
koth_cherokee_a3
Layout
Complete revamp of spawn and last buildings
Move Spawn area closer to building with shutter
Mid needs to be emphasized more, have less fighting space to discourage fights closer to spawn
Complete the side by banana with a train
Leaves geometery open, but still adds height variation
Building by banana didn't make much sense, and gave sniper a nasty sightline
Removed ramp going to the balcony on mid
Snipers can cover all entrances without being in much danger
Strong position for spam
Strong position for sentrys
Aesthetics
Waterfall particles and ambient sound
First pass at 3D Skybox
Other
Bugs/Known Issues
Lots of displacements not sewing correctly
Big problems with lighting
sequoia trees make the whole map way too dark
Stopper on the train does not match the texture of the grass
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koth_cherokee_a2
Layout
Added a room by the generator on mid.
Allows for players (mainly scout) to get to the roof
Better for scout to be able to deny fast bombing soldiers
Removed bridge between the trees in choke
Players assumed it would be walkable
Making it walkable is too good of position for solider and sniper
Gameplay
Added func_respawn brushes in respawn rooms
Added clipping around entire map and buildings
Added clipping to mid bridge
Added clipping on base of stump so players dont get stuck in the tree
Added props to block holes on mid
Added patches under all health and ammo
Added lights to dark-ish areas
Fixed floating props and brushes
Aesthetics
Updated fog settings, makes it look a lot better