koth_scaffold

koth_scaffold a4

Hello again ! Lots of changes as always with an alpha, this time focusing on bringing down the scale of the map a bit and making it slightly less of a scout heaven ! Changes include:

-Changing the bunker entrances to be tighter and closer to the front lines, so scout would have a harder time slipping by
-Scaled down the mid area to be still wide, but not as ridiculously wide as before
-changed the left flank from a simple catwalk to a building with a stairwell, to make it easier to access for non movement classes
-Blocked down the middle building because it allowed for far to ridiculous sightlines
-Changed health pack placement to be more plentiful
-removed the prop climb as no one used it, and it was just another way to flank
removed the beams (sadly, but they allowed for too much flanking; i might reinstall them if i have to make another alpha version though, i really wanna make them work; but they'd have to be more accessible to other classes.)
-More props and overlays !

In next versions i'd really like to make the beams work, but for now i'll remove them, to see if they somewhat help against the flanking, hoping i didn't overcorrect it haha.
Well, have fun on my map, as always !
Lots of changes to mid this time ! Here's a list:

-Lots of changes to mid:
-Changed the cover to hopefully allow for the point to be less defendable
-Removed the stairs to the area under the point as flanking was excessive
-Generally changed the area under the point to only have one entrance on each side
-Added some boxes to allow for more prop climbing
-Changed the main ramp to not be facing away from the opposite side
-Added a whole new building to cut a big sightline

-Other changes include:
-Scaled the areas before mid down a bit as there was a lot of useless space
-Modified the placement of health/ammo to augement traffic in the buildings facing mid
-Generally lowered the ammount of health to be found in the map, to make areas harder to hold
-Made flanks thinner/less practical to avoid people constantly being flanked
-Modified clipping on the prop climb to mid, as it was too hard to use it
-More props and overlays, death lasers ahoy !

Hopefully it will play better and be more back and forth, though the placements of props around mid i'm still not really happy with
Heya, so i updated my map ! Here are the changes:

-modified the buildings around mid to crack down on sightlines (For example, added a sky bridge on the left side of the map, to make it unusable as a sniper deck; the other side doesn't have windows tho, it's intentional)
-Widened the point area and added a new way to it (from under the bridge)
-opened a building to allow easier access to the beams
-made the playable area more obvious to avoid people falling to their death thinking an innaccessible ledge is accessible
-Added a new door out of the spawn hangar as to justify a specific nook's existence
-small adjustments to the spawn's area
-modified a small healthkit's placement from under the point to on a truck
-and a few cosmetic changes around the sniper decks

There it is ! I took almost all of the a1's feedback into consideration (hopefully), and i hope it improved the map !
Turns out the problem is that both spawnrooms were set to blu, so red had no spawn points... Ooops; well, it's fixed now
hopefully they work now