Koth_Powercore

Koth_Powercore B2

-Changed most of the grounds to displacements
-Added some details
-Changed the file name to powercore since @14bit has a map called Reactor and i didnt know
After 2 weeks of alpha testing, koth_prefab, now koth_reactor, is in beta!
Note: Will now focus on details and optimization.
Screenshots will be up soon, need some time.
Now then, lets get some changes down.
-Added a gate in Main building to help prohibit snipers a bit
-Changed the side route to Tank to not be so narrow and straight
-Added textures to EVERYTHING (still may of missed a few)
-Modified the little area outside Big House to not be so weird.
- Fixed sniping to spawns (for the most part)
- Made the roof of point into 4 parts, so you must jump from spot to spot. (hopefully to nerf it a bit)
- Removed the nobuild on the roof
- Also tore a hole in the wall next to Tank to the point to add a way in for attack
-Removed random crits
Thank you all who played the map and left feedback to improve it, special thanks to @Yrr @PevWolf @KubeKing @The Letter Before A @Phil @Erk
and @EwanLan for all of there feedback, some since A1.
Anyways, hope my map can continue to improve.
-SparkyShock
Welp, this is what i believe to be the final alpha for this map.
I feel like the layout is finalized and is ready for beta.
But untill it is tested, here is the new changelog.
- Added a new route to Big Building from the route outside the small door from spawn
"I recieved feedback that the point was too hard to recapture because of the height, so i added the route in hopes that it will help the problem"
- Fixed sightlines to spawn from near the middle of the point.
"Obviously something that needed to be changed"
- Added more textures.
- "Balanced" the metal and ammo in Big Building
- Made the roof nobuild (sorry Engies)
" Sentries were a big pain on top of the point and were hard to kill, so i made the roof nobuild"
- Added more details to the map.
- Added a gate to the main connector outside spawn
"Am planning on reworking the area outside spawn when the map is in beta because i feel like it is empty and boring. Maybe will make the building extend to the walls to make it seem like a full building."
- Added a TF2maps reference (whoever finds it gets a cookie)
- Removed random crits.
After some imp testing i have changed the map.
The connector on the left side of Blu had been edited to not seem so narrow.
A new drop down has been added in lobby to not make the map feel separated
Raised the height of a few cielings that interfered with rocket jumps
Added a tf2maps easter egg
Changed Tank room to be sorta all one room, will be changed
Now you can get ontop of point from Tank as well as from heaven
Removed sniper fences over by spawn to make it feel less cramped
Detailed main courtyard a bit
Just wanted to add some details to make the map feel more alive (even though im not that good at detailing)
Next update will be optimisation, once i figure out how to do it right
20160912203919_1.jpg 20160912203937_1.jpg 20160912203915_1.jpg 20160912203801_1.jpg 20160912203952_1.jpg
20160908211004_1.jpg 20160908211011_1.jpg 20160908210959_1.jpg 20160908211051_1.jpg 20160908211041_1.jpg 20160908211025_1.jpg 20160908211020_1.jpg 20160908211103_1.jpg 20160908211059_1.jpg 20160908211112_1.jpg 20160908210954_1.jpg 20160908210934_1.jpg 20160908210941_1.jpg 20160908210947_1.jpg Added a new building on the sie of point and added a little garage behind Tank.

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