Distribute

Distribute A10

Update notes:

+ Added some textures. Currently doing artpass behind the scenes.
+ Minor geometry changes here and there.
+ Configured ammo and health packs. (Will ask for proffesional help here since no matter what i do everyone complains)
+ Clipped and implemented lots of feedback changes.
+ Raised the water level.
+ Fixed some props not being rotated correctly.
+ Replaced awkward brush railings with prop railings. They are smaller but still serve the purpose of being a lifeline for airblast victims. Significantly nerfs scouts and soldiers that clutch on lower route.
+ Lots of optimization.
+ Changed culvert model.
+ Made culvert brush wider.

- Removed lower flank route.
- Removed two ammo pickups from spawn courtyard.
- Removed double crate from lower route because it no longer has a reason to exist.
- Removed triple door shutters on spawn -> courtyard.
- Opened up spawn lobbies.

That's it! I really like how the map plays on mid. Flanking was a huge issue that hopefully should be resolved now. I may need to tweak lower route a little more in the future.

To add / Insecurities:
- Area portals.
- MORE Lamp props.
- 3D skybox.
Update notes:

+ Completely overhauled spawn lobbies (again). Now further away from point.
+ More more more detailing!
+ Changed grate-platform on mid. I am happy with how it is now. I will not change it.
+ Configured ammo and health packs.
+ Subtle but delicious/crunchy lighting changes.
+ Fastest route to point is now back to 19/20 seconds (as heavy) instead of the previous 16 seconds.
+ Clipped and implemented lots of feedback changes.

+ Refined and improved a little everywhere on the map.

I was recommended that spawn was too close to mid by somebody very reliable in the community. Though I am not sure If players are gonna like this change. I hope they do. This will be one of the last Alphas. No more massive changes.

To add / Insecurities:
- Area portals.
- MORE Lamp props.
- 3D skybox.
- Name changed to koth_distribute
Update notes:

+ Lower route is now a building.
+ Lower LOWER route is no longer a dead end.
+ Lighting is better now.
+ Added and removed some details
+ Connected mid route and lower route. Flankers and retreating players no longer have to pass by spawn.
- Removed healthpacks from point.
- Removed concrete pipes from point.
- Replaced them with simple geometry. (Placeholder)
- Lowered flank route behind point.
- No longer possible to "bullpoop capture" (entirely) behind the pipe on point.

To add / Insecurities:
- Area portals. Now I feel it's possible since mid fence is no longer an issue. Though this would mean that point and the trees wouldn't be visible from either spawns and that sucks.
- Lamp props.
- Fog. Nah i'm just kidding.
- 3D skybox. Easy peasy.
Update notes:

+ Completely overhauled spawn lobbies. Now more traditional in structure.
+ Completely overhauled cave path. Now a highground.
+ Added windows to the point building. (This is to minimize surprise attacks).
+ Subtle but delicious/crunchy lighting changes.
+ Changed trigger_hurt type for the water.
+ Added more health and ammo near point area.
+ Added more ammo in general.
+ Well door now seperates highground from spawn lobby.
+ Added three observer_points.
+ Fastest route to point is now 16 seconds (as heavy) instead of 19 seconds.
+ Lowered point capture time from 12 to 8 seconds.
+ Point capture area is now more obvious.
+ Sentries can now be built on the capture area.
+ Added more detail. Looks more akin to the TF2 art style.

- No longer possible to jump over mid fence. Nobody realised that it hurt to stand up there. Feedback round moment.
- No longer possible to shoot above mid fence.
- No longer possible to shoot through the trees.

The map has severely nerfed mobility classes (spec. Soldier and Demo) with the mid fence changes. In earlier versions it was possible to sticky jump to the opponents spawn door in less than 6 seconds on round start.

To add / Insecurities:
- Area portals. Now I feel it's possible since mid fence is no longer an issue. Though this would mean that point and the trees wouldn't be visible from either spawns and that sucks.
- Lamp props.
- Fog. Nah i'm just kidding.
- 3D skybox. Easy peasy.
+ Opened up main entrance to point.
+ Opened up health'n'ammo room.
+ Made the lower point area less wide.
+ Added more ammopacks and medium healthpacks
+ Changed the skybox and lighting.
+ Changed the map's name from "Katakana" to "Durein"

That's it.
Update notes:

- Entire map has been reworked.
- New theme!
(And a new name coming next release..)


- Lowered and widened the point making it more easily accessed by all classes more often.

- Removed the castle and ancient japanese theme.
  • (Why?) I decided that the theme and the inevitable architecture I painstakingly would try to make fun to play around (and inside)- was going to kill this map. I cannot do the Idea justice yet and as such I feel it better to replace it with a less ambitious theme.

+ Updated Spawnroom.
+ Added more signs.
+ Made the entire map brighter!
+ Added a flanking spot/teleporter room behind point.
+ Added the culvert! The map's new icon!
+ Added an elevated path so that the point can be accessed from more than one angle!
+ Added and removed some health and ammo-pickups.
+ Better clipping through and through. The skies are free!
+ Made some geometry a little more believable and nicer-looking.
+ Added a flank/retreat path by the water.
+ Made sightlines shorter by adding cover.
- Changed elevation on one or two areas.
- ...Honestly so many changes that its hard to think of ones to list here.. ummm...
- Deleted and threw the castle into the garbage bin.
- Removed Island. Map no longer has the island.. Boohoo.
- Removed alot of props that had no reason to exist this early in development.
- Removed lanterns.
- Removed torii-gates because they sucked and made the skies.. not free.

To add / Insecurities
- Area portals.. or find out an efficient way to add them at least..
- Cameras.
- Soundscapes (were removed from a5)
- "I have no idea how to make the mountain look good. I hate working with displacements and I am NOT looking forward to this."
- Make respawn-time shorter to compensate for the (more-than-usually) complex and long spawn-to-point trek.

Massive changes.

Update notes:

- Control point has been moved to the top of the building, instead of inside it.
( Only two entrances to the point made it very easy to defend. This fix opens up tons of attack and retreat opportunities )

- Removed all spiral staircases.
- Raised the castle to make it a bigger presence.
- Made the areas around spawn much more enclosed and safe.
- The map now funnels towards the point.
- Should be less confusing than before.
- Removed the useless building that had no purpose
- ...and replaced it with an "island" with a full ammo pack.
- Completely overhauled the pickups.
- Sniper spot shouldn't feel stupid and limited anymore.
- Removed typical metal barriers that were on top of the control point.
- New skybox.
- Removed some props that were later gonna be removed/switched out anyway. (Can't stop myself from detailing in alpha-stage dammit)
- Made all geometry a little more believable and nicer-looking.


To add: (
to be fixed... maybe?)
- Pyro might be too good.
- Spy might be too hard to play
- Area portals.
- Cameras