koth_disposal

koth_disposal a11c

Patch Notes for a11c!

  • Forgot to pack the map, my bad.
Patch Notes for a11b!

  • Fixed an issue preventing the round timer to go down.
Patch Notes for A11!

  • Includes new cover for the control point, hopefully to change up gameplay and remove the ability to attack down from the point.
  • Added another spawn door, so that the highground route is used more often.
  • Turned the outside ground into a proper displacement.
  • Removed the clipping above the overhang, and added a small brush nearby that allows Soldiers, Demos and Scouts (plus Pyros with a jetpack) to now soar over the overhang.
  • Added another supply cabinet to the spawns.
  • Changed the texture of the ground and the control point model.
Things to fix: Wrap Assassin projectile does not work on this map, and I'm having difficulty finding the source of the issue.
Patch notes for A10!

- Fixed a respawnroom_visualizer bug.
- Added a ramp brush outside of spawn to act as a sightline blocker, stopping snipers from spawncamping if they get to the other side of the map.
- Changed several instances of lighting to be more readable.
- Added an alcove on the highground route with small health and ammo.
- Added a large brush as cover on the highground route.
- Changed the healthkit in the deathpit to full, to make risking the fall more desirable.
- Increased the size of the highground above the point slightly.
- Added an angled brush near spawn to help direct players to the second spawn door.
Patch notes for A9!

- Added a wall of cover next to the point to prevent an incredibly powerful sightline that snipers abused, as well as additional cover for protection.
- Reduced the cylinder at the control point, and added a clip around it so players wouldn't get stuck on the small detail parts.
- Removed the door for the route to the highground, hopefully to incentivize players to take the route more often.
- Changed one medium ammo pack to a small, to make building maintenance more difficult.
- Moved the health kit in the deathpit to the otherside, reducing the time it takes to go from the health kit back to the fight.
- Edited the stairs to the highground route to make the route more noticable.
- Added a func_nobuild on point. I'm a fool for letting that get past me.

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Patch Notes for the second complete rework.

- Honestly? Lots of changes. Just go play the map and figure it out. I'll post actual patch notes next update.
Patch Notes for A7!

- The map has been heavily reworked.
- Many routes have been condensed to funnel players towards the point.
- The highground no longer connects to the otherside, save for a small ledge that jumpers can use to cross the gap. Instead, it only provides oversight of the control point.
- The highground and control point are now seperated by the deathpit, allowing players to have some ground against the highground advantage.
- The cliffroute has been reworked into an underground route, forcing players towards the point from behind it.
- Respawn rooms have been reworked and condensed.
- The cliff deathpit are still in the map, but only minorly. Deaths to these pits are well deserved if you managed to find yourself dying to them.
- The deathpit escape has been lowered to make it easier to land on, and had its medium health pack restored.
- The point has been given more cover.
Patch Notes for A6!

- Rearranged the ramp at the point so the cover is closer to the dangerous death pit.
- Added an enclove at the control point to help protect players from the highground.
- Added several new healthkits around the map, and lowered the amount of large ammo packs to small ones.
- Moved several health kits to dangerous areas to make them more deadly to obtain. Risk vs Reward.
- Added a way to go back on the cliff route and air duct way.
- Removed a sightline blocker, and instead created new walls to lower the amount of sightlines.
- Made the highground a little thinner.

NOTE: These changes are experimental, and may be reverted.
Patch Notes for A5!

- Many feedback critisms of the map was how easy it was for players to be unable to find one another, as well as find it difficult to get to the control point. To fix this, the cliffside route has been completely removed, and the area on the opposite side of the control point around the death pit has been reworked into a larger open space, merging the two ideas together.
- Several health and ammo packs have been modified, removing them or changing the type in their place. The only health kit near mid is now a fair distance away that takes you away from the point and makes defending more difficult.
- The highground has once again been lowered, and for the final time. Many players asked for this and I've complied, but it won't be lowered any further as the control of the highground makes it a valued asset.
- The cliffside route and the route to the railings have been reworked to be one-way tickets: once you choose to take these routes, you cannot return through them thanks to doors and air currents.
- The respawn rooms have been made into a wider area, allowing players to decide which exit they want to take instead of their spawn practically dictating it.
- The railing area has been reworked to allow buildings to be placed, as well as a grated wall that provides cover on one end of the rails.
Patch Notes for A4!

- New route added on the cliffside. This new route is enclosed and claustrophobic, but also leads to the highground railings near the control point. The bottom of the route also has a full healthkit (very subject to change).
- Opened up the small building near the point. Now acts as two walls instead of an enclosed building.
- Changed the dip under the point into a flat surface.
- Added some additional cover from the lower ground approach to the control point, as well as two small health kits.