Decided to work on this map again for the time being while Sabotage is being worked on behind the scenes. so heres what you guys missed in A8

  • Redesigned B, adding a new area to the map featuring a Sunny beach
  • added cover to finale to prevent spawn room camping via sniper
  • added a trimp ramp to B, able to be used by Demo, Demoknight, and Soldier
  • added another forward spawn for red
  • changed respawn times when B is captured
  • Removed beach death pit, replacing it with a ocean death pit

ADDITIONS MADE TO A9
  • Moved A to outside the tunnel
  • Added new route to A to make path to B less of a massive choke for Blu
  • Added new spawn exit to Red's first spawn to prevent spawncamping
  • Moved B to in front of the storefront
  • Added cover to B
  • Removed a ramp going uphill, replacing it with a handrailed balcony
  • Added open window at store to allow for sentry coverage
  • Added another trimp ramp to B
  • Added C point to the map
  • moved logic so Blu does not spawn at their 2nd forward spawn until C is capped, Red will move spawns upon A and B being capped staying at their finale spawn
  • Numerous detailing changes
  • Fixed a bug where Red's 2nd spawn won't teleport players to the next spawn
  • Fixed flags allowing Blu to teleport to Red spawns
  • Removed Frontline assets

A9a Changes
- Replaced filesize from 90, 60, and 30 megabyte water textures thank you @Aarmastah

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- Added Forward spawn after A point is capped
- Added more areaportals for optimization
- cut off certain areas with skybox brushes to increase performance
- switched out expensive water with cheap variants
- tide came in
- added a door as a sightline blocker and to flesh out the building at A
- moved doorways to cut off sightlines
- added wood boards to highground to give defenders a more obvious sign of the high ground route to Blu spawn
- added door that opens when B is capped keeping attackers from pushing forward too far
- fixed fences around trees

starting to think its a good time to start moving into Beta if the map continues to play well.

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- remade A point, removed a point so now it is a 3 point payload map
- added a new route into B
- removed really big routes
- added rocks and trees to starting area to help kill massive sightlines
- newsie is now eating sand.
- added cheap water to oob areas
- upon A being capped blu spawns faster

I may be looking for some help with modeling/detailing on this map soon in the future...

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I wanted to push an update to this map just cause


- No longer 2 stage, stages fused into one single stage
- added bomb pit to hotel finale
- added new custom assets
- frogge
- moved back red's first spawn
- turned old Blu spawn into a new fighting ground and downsized their respawn room
- optimized using area portals


Yes I'm still working on Newsie and Sabotage but I thought I'd at least give this map a little love while I'm at it
20221225223326_1.jpg

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Fixed a bug where players would spawn in the locked forward spawns on stage 1.
Kahoalii has now been updated to A4!

Current changes include

General changes:

  • Overhauled Stage 1 to the extreme (again)
  • Removed all Spectator cams in stage 2 for the time being
Sneaky ship disguise made by Spazter Fuzzleton

"Look I'm gonna be honest, after the contest I genuinely thought stage 1 (the stage I primarily worked on) was the only thing that made this map lose, however after I ate a tub of Ice Cream and took a long break from the site for a while I came back to working on maps and experimenting behind the scenes. Xelily did an amazing job at giving me a launching off point to help work on the map further and without their help this map would probably never be updated again! Hopefully we can continue to make this map better than we ever could." - Octoblitz

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Fixed minor bug involving ghost doors and some minor logic issues.

This version will be submitted to the payload checklist contest!
Kahoalii has now been updated to A3!

Current changes include

General changes:
  • Slight artpass to map
  • spectator cameras
  • Slight lighting adjustments
Stage 1 changes:

  • Reworked Finale, giving area more height variation and more spots for engineers to use to defend
  • Gave red spawn multiple exits to prevent spawn camping
  • Buildings around Blu spawn have been reworked to be more obvious flank routes and defensive positions for Red
  • slightly adjusted track
  • added rollback zones to some hills
  • a point has been reworked to include new defensive positions to make route more obvious for attackers
Stage 2 changes:

  • - Room for Blue team to not be instantly killed when spawning added.
  • -Left side route detailed.
  • - Death pit gate split in two
  • - Added a wider balcony to last
  • - Raised the J flank to the right of last
  • - Added walls to the hedge garden
  • - Background buildings and sorts
  • - 1 2 2 -1 (again)

:medal:
Wish us luck on the contest! :medal:

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A new update to Kahoalii has arrived

Stage 1 changes:

- The entire stage has been remade from scratch

This was a really hard decision on my part when it came to working on this map as I generally tend to have a hard time designing layouts for maps, especially when it comes to how I think players will react to it, however I hope this stage gets better as the map progresses... - Octoblitz

Stage 2 Changes:

  • - Changed back alley to a oneway dropdown path
  • - Added a partially open gate to back alleys connector
  • - Added new canal route
  • - Redid hedges by Blu Spawn
  • - Removed 2 sightlines
  • - 1 2 2 -1
Stage 3 is currently in production.

Please provide any feedback you may have on this map as possible as we may be able to produce more updates in the future.

Happy testing! :medal:

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file sizes are scary when you don't repack your map.