Koth_Rigid

Koth_Rigid a3

Been a couple of ages since I did anything mappingwise, so I figured starting from (almost) 0 would be a good idea. So I (kinda) did.
- scrapped everything but mid
- kept the rotational symmetry for the map
- no water for now
- random placeholder grey angle 3d skybox for future use
- stuff as seen in the screenshots
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Minor fixes
-added ramps in the mid zone to reach the mini roofs
-rotated ammo and health pickups at mid into the rooms
-still engaged in combat with the hall of frames
Been messing around with a lot of stuff and decided to pull back and rework my map fully. It'd devolved from my original idea of having several small rigs connected to a central rig with the cap on it to...well, the square thing it was before. So now it's this...thing.

...the cp is kind of on a rig.

Not sure if it's ready for playtesting, but some general feedback on here would be nice :3

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LIghtingfix cuz the map had problems on the server. Hope I fixed it.
Just about everything changed.

- Spawns are now in buildings
- Less space has been made available, maybe by a bit too much
- Map's now jail-like in its appearance. At least I think it does.

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Repacked and decapitalized for Linux-friendly playtimes. Still B2.
*cough* Forgot to repack for great justice.
Rigged B2 is out! Stuff is slowly being less space-wastey thanks to advances in furnishing science!
Latest changes:
- Palm-cows are now joined by landcrocs, their natural prey.
- The second floor on the secondary buildings has now been outfitted with state of the art storage rooms that contain whatever you would need to test your mechanical mercenaries, including your mechanical mercs.
- Added four Hill-ownership visualizers to the central building's exterior for viewing pleasure.

Future plans:
- Get a decent skybox going
- Decide on what skybox it should be (jungle vs off-shore arctic or so)
- Tweak stuff given more playtesting
- Maybe add some gimmick relating to robots/skeletons spawning to back up the team that's currently not owning the cap.
What do you do when you find some ancient buildings in some forgotten area in a faraway land? Well, if you're Gray Mann you take these historical treasures and put them on an offshore rig you stole from your pesky bretheren and use it to fine-tune your robotic vassal's aim and manouvering skills. Or maybe Merasmus happened.


Latest changes:
- Changed around a lot of textures
- Chances are I'll change the sorrounding scenery to be more jungly, since the center building has a kind of temple-y feel to it already anyway.
-trashed two of the side-buildings and turned one "Dock" into Some sort of reserve for the notorious central american wooden Palm-cow.

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Fixed some lights in the two-story buildings, also repacked the map.