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 :oops:
20240204015904_1.jpg
20240204015848_1.jpg
  • 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
xpIDqax.gif
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

C907cHk.gif
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 :(

Attachments

  • menu_photos_koth_gamma_b3.png
    menu_photos_koth_gamma_b3.png
    407.1 KB · Views: 42
  • 20230423165922_1.jpg
    20230423165922_1.jpg
    341.5 KB · Views: 52
  • 20230423165646_1.jpg
    20230423165646_1.jpg
    322 KB · Views: 40
  • 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

Attachments

  • 20230418110254_1.jpg
    20230418110254_1.jpg
    309.8 KB · Views: 39
  • 20230418205517_1.jpg
    20230418205517_1.jpg
    368.9 KB · Views: 40
  • 20230418205453_1.jpg
    20230418205453_1.jpg
    296.8 KB · Views: 42
  • 20230418205435_1.jpg
    20230418205435_1.jpg
    339.2 KB · Views: 39
  • 20230418205428_1.jpg
    20230418205428_1.jpg
    213.4 KB · Views: 37
  • 20230418205340_1.jpg
    20230418205340_1.jpg
    247.5 KB · Views: 47
  • 20230418205255_1.jpg
    20230418205255_1.jpg
    336.2 KB · Views: 49
  • 20230418205250_1.jpg
    20230418205250_1.jpg
    375.8 KB · Views: 41
  • 20230418205238_1.jpg
    20230418205238_1.jpg
    196.3 KB · Views: 39
  • 20230418205220_1.jpg
    20230418205220_1.jpg
    239.4 KB · Views: 40
  • 20230418205204_1.jpg
    20230418205204_1.jpg
    297.9 KB · Views: 45
  • 20230418204704_1.jpg
    20230418204704_1.jpg
    233.8 KB · Views: 38
  • 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

Attachments

  • 20230411170026_1.jpg
    20230411170026_1.jpg
    406.8 KB · Views: 43
  • 20230411170044_1.jpg
    20230411170044_1.jpg
    302.4 KB · Views: 36
  • 20230411170048_1.jpg
    20230411170048_1.jpg
    357.4 KB · Views: 39
  • 20230411170056_1.jpg
    20230411170056_1.jpg
    218.1 KB · Views: 35
  • 20230411170109_1.jpg
    20230411170109_1.jpg
    270.8 KB · Views: 40
  • 20230411170114_1.jpg
    20230411170114_1.jpg
    263.7 KB · Views: 34
  • 20230411170131_1.jpg
    20230411170131_1.jpg
    251.6 KB · Views: 34
  • 20230411170136_1.jpg
    20230411170136_1.jpg
    283.2 KB · Views: 41
  • 20230411170147_1.jpg
    20230411170147_1.jpg
    334.4 KB · Views: 33
  • 20230411170206_1.jpg
    20230411170206_1.jpg
    298.5 KB · Views: 36
  • 20230411170212_1.jpg
    20230411170212_1.jpg
    196.7 KB · Views: 38
  • 20230411170234_1.jpg
    20230411170234_1.jpg
    418 KB · Views: 38
  • 20230411170256_1.jpg
    20230411170256_1.jpg
    358.5 KB · Views: 42
  • 20230411170314_1.jpg
    20230411170314_1.jpg
    339.4 KB · Views: 37
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

Attachments

  • 20230321115325_1.jpg
    20230321115325_1.jpg
    269.3 KB · Views: 40
  • 20230321115337_1.jpg
    20230321115337_1.jpg
    294.8 KB · Views: 44
  • 20230321115343_1.jpg
    20230321115343_1.jpg
    247.2 KB · Views: 39
  • 20230321115356_1.jpg
    20230321115356_1.jpg
    194.1 KB · Views: 36
  • 20230321115402_1.jpg
    20230321115402_1.jpg
    233.1 KB · Views: 35
  • 20230321115412_1.jpg
    20230321115412_1.jpg
    192.7 KB · Views: 40
  • 20230321115418_1.jpg
    20230321115418_1.jpg
    203.2 KB · Views: 38
  • 20230321115426_1.jpg
    20230321115426_1.jpg
    310.3 KB · Views: 47
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.
Alpha 8
  • Changes to layout around control point.
  • Map slightly smaller.
  • Control point slightly larger.
People are complaining about the gameplay (and everything else), so let's test more! yay.