Washout a12

Jungle themed KOTH with lots of height variation

  1. Route and pickup adjustments

    gastrop0d
    Layout has been refined and pickups rethought. Some minor detailing as well:

    koth_washout_a110003.jpg koth_washout_a110004.jpg koth_washout_a110002.jpg

    Following are WIP shots, but illustrate the effective changes for this update.

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    Cut the route joining the two side yards, which were allowing a very direct push to the enemy spawn. Added a doorway to a new room, following:

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    This feels like it was really missing. This goes from the side yard (light in the bottom right of the shot) through to mid and up to the battlements. Also has some much needed health. Also this area appears to be a strong position for engineers to set up, which was an issue in the test.

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    Added some height for the attacking team and added cover. This, plus the health pack inside the doorway should make direct attacks on the point more viable. Also it's not apparent in the screenshot but the fence does a lot of work cutting long sight lines from a couple of angles.

    koth_washout_a110000.jpg
    This is how the area around the point looks now. Oh I also changed the small ammos in mid (off to the bottom right in the image) to medium ammos.

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    I removed the confusing-as-hell clipping in this room, creating a drop-down to the water route. Upped the health to a medium pack. I've cut the small ammos shown in the shot. Fixed the glass texture on the window, though to my defence the texture I was using is tagged as a "tf" texture in hammer ;)

    koth_washout_a110001.jpg
    Added a medium health pack to the water route; combined with being able to exit from mid tower here should hopefully make it more interesting.

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    Attempted to make water route's access to the battlements a little more obvious.

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    Now the area after spawn. It's difficult to capture in a single screenshot, but I've attempted to really kill the enemy's ability to push this area. The health has been removed, the home team has height advantages and good angles. The home team also can set up sentries in the area that cover everything and hopefully are quite tricky to take down. This shot also shows the new, much more open route up to the team's battlements.

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    Replaced the single incredibly chokey hallway leading up to the battlement with a more open area. This should hopefully give each team actual command over their battlements.

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    This new area also has a drop-down that leads directly to the water route for slipping into mid unnoticed.

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    This is how the interior of the battlements looks now. I've also changed the large ammo in here to a medium ammo.

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    Another view of the staging area. The two passages come from red spawn.

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    It's getting kind of tricky to show all the routes in one overview, but hopefully this illustrates the most important changes.
    Geit thanked this.
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