koth king of the train

koth king of the train a6a

KOTT a6a change log
Light_envierment brightness changed from 250 to 400
KOTT A6 change log:
Raised spawn roof.
Redid spawn points
Removed fences around upper supply cabinet
& replaced spawn room fence with wall
Redid point (most of it) [adding more room]
Removed the door in point building
Added a covered platform in the point courtyard
Redid balcony lighting
Moved window in point building
Moved light props in the big room (the one with the ungodly amount of lights) to be attached to the ceiling.
Added more cubemaps
Redid the lighting in building next to point and the big room
[ still lots of lights tho, i like it yall are all crazy ;) ]
Raised out of bounds roof
Movies packs from bi room out to pad
Redid balcony fences
Added fences to point courtyard (run out of the big room is now a Chicane to help with sightlines)

p.s. i know i need to update the pictures, ill try to get to that soon.
A5 change log:
Rearranged spawn pos
Hopefully koth logic is fixed
Redid balconies to be more spacious
Added a new exit into the building on the point from the big room
Added a door to the point building
A4a change log:
More signs
Redid under flank
Added ramp down to point from balcony
Change log kott a4:
Removed the drop down at spawn.
Removed bullet blocker at upper spawn exit.
Moved pickups out from behind tanks in the well lit room.
Moved around bullet block on the balcony.
Resize room & pickup (now a small med kit and full ammo) in house next to point.
Removed ‘Hoop’ above point.
Fixed clipping on room above point.
Added spotlights to center building in point courtyard.
Added spotlight to point.
Added balconies to rooms over point.
Added plank across point.
Changed pickup under point to ammo.
Added health-kit above point.
Added plank from balcony to center building.
Fixed pickup size mismatch on tunnel exit.
Changed under path hallway into a chicane.
Re-did all lighting as “light_spot”(s) instead of “light”.
Added sight-line block under point.
this is a version of A3 with a path over the point and some other new changes.

A3E1 change log:
Changed props blocking out of bounds area on point
Upper room next to point reworked
Balcony reworked
Added path & room over point
Reworked ramp onto point
Ammo pack in tunnel to med instead of small
Resized spawn entrance to the tunnel
King of the train A3 change log:

  1. Point bridge lowered
  2. Both Ramps onto point reworked (including more cover)
  3. Turned ground around point into displacement
  4. Added new ramp onto point
  5. Added water under point
  6. Added lights to side of point
  7. Reworked spawn courtyard
  8. Added cover/sighline-blocker to balcony over point
  9. Added bullet block so you can no longer shoot from spawn to point
  10. Added clipping to door trim on the exit from tunnel to point courtyard
  11. Added side door to shack in point courtyard
  12. Added cover between shack and building in point courtyard
  13. Made health kit under point medium
  14. Removed collision on hanging lights over the center door leading to point & in spawn courtyard
  15. Due to the wiremesh being broken the train props now have no collision
  16. Built a BlockBullets pseudo hitbox for train props
  17. Added prop signs to help with navigation

A huge thanks to everyone who left comments on the playtest!
A2 change log:
one known issue: the overlay on the medkit under the point is not right, this has already been fixed on the VMF file(i just didn't recompile for that)
All light props are now no collision.
Added some spotlights on the point & in the courtyard at spawn.
Completely re-did the sewer (none of the OG remains)
All out of bounds areas are now a gray dev textures instead of the multi-colored one.
Courtyard at spawn has been shortened.
The piece of cover on the upstairs spawn exit has been redone.
The sightline blockers on the point have been redone (now its a shack)
Ramps to the point have been reworked (now there are 2 on each side).
All areas have been reworked a little (roof heights, number of lights, pickup sizes)
when the server tried to load the a1a version of the map the server crashed im hoping that this recompile has fixed that. If anyone loads the map on there machine please let me know (im itching for more data, lol)

changes:
redid the water brushes to be a bit more simple
/
removed most of the env_cubemap(s) [there is now only one in the map ill add more when later on]
/
redid out of bounds brush work near point [the coal gondolas on each side of the point where sticking through a brush i have redone that brush work to where the cars are no longer in a brush {i didn't think this would cause any problems but IDK}]
I have re-compiled the map with no HDR VRAD step (b/c the map is not set up to use HDR lighting yet)