JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser .
Removed prop that broke after 64-bit update
Removed ugly custom posters
Not a lot of changes, just testing some minor ajustments
Improved visibility of some structures in the 3D skybox
Reduced the space players can hide buildings in the water pool of both sides
Added cover in the left flank
Added little high ground in the right flank, also made the window one-way so attackers have visual advantage
Added Hammer Valley poster, very important hammer factory in the region
Added 1 (one) more cable
Reduced cap time from 6 seconds to 5 seconds
Changed health to medium kit in high ground flank
More art pass around control point
Adjustments to 3D skybox
A lot of optimization
Not a long break I guess. This update has been in the back burner for some time now, so probably there are more changes but I don't remember.
Removed some of the shields around control point
General adjustments to lighting around control point
Reconfigured health kits below the control point
Adjustments to 3D skybox
Probably the last update before a long break from tf2 mapping. Unless some major intervention is required, of course.
Optimizations.
General adjustment to lighting.
Artpass in the intermediary areas and spawns.
Simplified geometry around spawn exits.
Added little high ground area on the right flank.
Removed props on the left flank to allow some better engineer sentry spots.
Added dead end in the vent because why not.
A lot of optimization
Major adjustments to lighting
Little bit of artpass
Some sound work
Added menu photos
Removed gabe
menu_photos_koth_gamma_b3.png
407.1 KB · Views: 62
20230423165922_1.jpg
341.5 KB · Views: 95
20230423165646_1.jpg
322 KB · Views: 59
Reduced time to capture the point by 1 second
Added vent route
General artpass
Adjustments to the 3D skybox
A lot of optimization
A lot of clipping
Reduced environment light brightness
Changed health pack below the capture point
20230418110254_1.jpg
309.8 KB · Views: 60
20230418205517_1.jpg
368.9 KB · Views: 57
20230418205453_1.jpg
296.8 KB · Views: 59
20230418205435_1.jpg
339.2 KB · Views: 58
20230418205428_1.jpg
213.4 KB · Views: 54
20230418205340_1.jpg
247.5 KB · Views: 91
20230418205255_1.jpg
336.2 KB · Views: 73
20230418205250_1.jpg
375.8 KB · Views: 62
20230418205238_1.jpg
196.3 KB · Views: 57
20230418205220_1.jpg
239.4 KB · Views: 56
20230418205204_1.jpg
297.9 KB · Views: 63
20230418204704_1.jpg
233.8 KB · Views: 57
More artpass
Initial clipping
Initial optimization
Changed the general space of some areas without changing the layout
Added nobuild to the capture point
Added highground exit to spawns
20230411170026_1.jpg
406.8 KB · Views: 62
20230411170044_1.jpg
302.4 KB · Views: 51
20230411170048_1.jpg
357.4 KB · Views: 58
20230411170056_1.jpg
218.1 KB · Views: 52
20230411170109_1.jpg
270.8 KB · Views: 58
20230411170114_1.jpg
263.7 KB · Views: 48
20230411170131_1.jpg
251.6 KB · Views: 52
20230411170136_1.jpg
283.2 KB · Views: 57
20230411170147_1.jpg
334.4 KB · Views: 50
20230411170206_1.jpg
298.5 KB · Views: 53
20230411170212_1.jpg
196.7 KB · Views: 59
20230411170234_1.jpg
418 KB · Views: 54
20230411170256_1.jpg
358.5 KB · Views: 54
20230411170314_1.jpg
339.4 KB · Views: 53
Lots of experimentation, any feedback is welcome.
Added 3D skybox
Adjustment to lighting
Moved ammo/health packs around to balance stuff I guess
More blocky/alpha art pass to keep things interesting
20230321115325_1.jpg
269.3 KB · Views: 54
20230321115337_1.jpg
294.8 KB · Views: 60
20230321115343_1.jpg
247.2 KB · Views: 57
20230321115356_1.jpg
194.1 KB · Views: 65
20230321115402_1.jpg
233.1 KB · Views: 52
20230321115412_1.jpg
192.7 KB · Views: 57
20230321115418_1.jpg
203.2 KB · Views: 58
20230321115426_1.jpg
310.3 KB · Views: 67
We're back baby! I guess...
It's been a while since the last playtest. I think it's time for another one.
Not a lot of changes. I want to remember how the map plays before any major intervention.
7 seconds to capture de point (previously 4 seconds).
Reconfigured pickups.
Expanded flank route.
Minor light adjustments.