koth_frozencountry

koth_frozencountry a4a

Quick changes made after the test
  • Added cover around the point
  • Changed so that you can no longer access balcony from the point
  • Removed packs around cliff
  • Added skyboxes for optimization (still has bad fps)

A4 Update​

I made quick changes and ended up with new changes to mid that i wanted to try.

List of changes (that i remember) :​

  • Removed one way doors
  • Made the cabin give slight height advantage.
  • Added rocks to block line of sights and funnel every route to the point.
  • Adjusted height variations around the point
  • Changed the mid to be closer to the viaduct formula
  • Fixed a shack not being mirrored correctly
  • Made a healthpack in an unused area more noticeable
  • Lowered water
  • Added skybox brush that I hope will not get in the way of soldiers and that I hope will give +2 fps
  • Adjusted wall cover on the point
  • Changed the hill next to the point to be less shitty
  • Made the balcony accessible from mid
Also I made a video after the playtest.

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After making a video on what to change about this map a while back, I decided to finally go around and... make the changes.
  • Changed access to balcony
  • Added a new route that leads to a wooden shack that has a one way exit onto the point
  • Changed some angles
  • Inevitably added obviously nasty sightlines
  • Made the walls on the point too high to shoot over as heavy
  • Removed the loop around the point
  • Shifted spawn to hope to encourage
  • Simplified brushwork around displacements for better visleaves
These changes were made with goals in mind :
  • Make defense easier (stop getting mobbed)
  • Make attacking seem less scary
  • Make sniping not rely on abusing weird sightlines
  • Give a cozy forward spot for attackers

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I made changes before the retest. The changes have been altered with the feedback.
I think it should be common sense to not use condenscending tones when feedbacking thx.
  • Widened mid
  • Made some areas larger and longer
  • Shortened spawn
  • Obsolete
  • Made the awkward building next to the point an open area with a death pit, and made route changes related to it.
  • Made the original death pit look better and brighter
  • Globally shortened spawn times

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The map wasn't playable due to an oversight on my end (lack of testing).
  • Made so red can get out of their spawn.
  • Added some lights / brightened some lights for better lit rooms
  • Made so the capture zone is visible (orange dev texture)