Changes:
  • Altered the tunnel route in each base to favor defenders.
  • Added orange barriers to make flanking slightly more difficult.
  • Removed the ramp leading to the main room and replaced it with a crouch jump.
  • Added a closing door to the room leading to the sniper's nest to separate this area from the spawn.
  • Applied approximate textures to the geometry.
  • Lowered the structures near the point.

Attachments

  • koth_crossway_a40002.jpg
    koth_crossway_a40002.jpg
    190.9 KB · Views: 2
So, this is going well...i think.

Changes:
  • Reduced point capture time from 24 seconds to 12.
  • Altered the tunnel route in each base to favor defenders.
  • Closed doors in shacks to impede flanking.
  • Introduced additional cover to the point.
  • Applied transparency to windows in the sniper's hut.
  • Addressed a bug allowing players to build in spawn.
  • Installed temporary lights in dark areas of the map.
  • Added geometry to open areas to enhance defense.

koth_crossway_a30000.jpg
Koth crossway is a map with a layout designed to be fast paced and dynamic. The spaces where imagined to favor a circular motion and allow for fun interactions (at least that's what I'm hopping for)

The map is set between two fake factories created by each team to serve as a cover story while they secretly build rails under the others base. Little did they know they both had the same plan.

Now with the cat out of the bag they have no other choice but to fight over the hill where the roads where supposed to be connected.

The map was moved and changed radically. Not much detailing as gameplay elements are still being arranged.

koth_crossway_a2-90004.jpg
koth_crossway_a2-90005.jpg
koth_crossway_a2-90006.jpg
koth_crossway_a2-90007.jpg
koth_crossway_a2-90010.jpg
koth_crossway_a2-90009.jpg