Cherokee

Cherokee a11

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 :D
  • 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
  • Basic env_soundscape
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

Attachments

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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