This may potentially be my final update to Koth_dirt_way, It has never been a very good map and I've dumped loads of time into trying to make it a good map.
As much as I wanted it to be in a somewhat balanced state, It doesn't have the potential to reach such a place without being revamped entirely.

I did learn alot making this map though, as it is my first "serious" map I've made, my only 2 other maps were low effort silly maps I made to kill some time.

But this one I've grown quite attached, it's kind of like putting down ol' space yeller...
Welp, after 4 months and a disaster of an mvm map, I'm back with Koth_Dirtway_a4.1!

After testing with some bots, watching a few demos of my map being played, and lots of sight lines, I managed to make something I hope is playable by classes other than sniper.

With the removal of the shed and being replaced by a larger, slightly better extension of the "waypoint" as I like to call it, and the scraping of that big, useless sign in favor of a big, useless building I hoped to make snipers less OP. I also added windows to the big building by the CP, as well as changing around the positions and sizes of health/ammo packs around the map.

Keep in mind that a lot of these things are there to hold space and fix problems until I know what I'm doing, meaning that most of the buildings and other things are very much candidate for removal or revamp.

As a footnote, I also tweaked the lighting a bit to try to make the shadows a bit softer and less unnatural, and instead made it worse.
I have changed the map's layout dramatically.
It still has its middle lane going right for the point, but now snipers are FAR less overpowered on this map, to compensate, I added a perch for snipers to get on for each team, while still allowing the enemy team to avoid instant death.

I also added a large building behind the point with health and ammo for the defending team, I put no windows and made the doors wide to prevent the defending team from being able to spam out the attackers from the safety of their building. That way it functions as a supply of health and ammo rather than a invincible fortress.
I don't know how I didn't notice this big, glaring issue from minute 1.
But going down a straight path to a KOTH point with no cover makes for poor map design.

So I'm going to redesign the map layout.
It will still have the central road leading to the point, as that was what I wanted to do from the very start, but I'm going to have to move everything around to better balance the map.

This will likely take a day, but I should be able to release this fairly quickly if I work fast.
I didn't know that maps required lighting before an upload, so here you go.
Also I had more stuff on there so I left it in.

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