Wetland

gastrop0d

L3: Member
Apr 22, 2009
110
33
KotH map I've been working on about the last week or so. I made a very simple version of it and tested it with a couple of friends and bots, made some redesigns and then completely rebuilt the map.

There are two main routes that converge on the point. Each have little fall backs that act as staging points for the team. There are two high paths on either side of the main area, which allow pushes into the enemy team's forces from above.

The map plays really well with bots, but I don't suppose that says a great deal. Needs testing :).

Some things I'd like to know:
- Should I keep the one-way gates in the sewer route?
- Good Ammo + Health pack placement?
- Any poor clipping issues?

Thanks to:
A Boojum Snark - awesome, awesome mapping pack!
Swamp Theme Team - my favourite theme :)
Everyone here, really :thumbup1:
 
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gastrop0d

L3: Member
Apr 22, 2009
110
33
Hm. Yeah I guess it is. It's also a pretty vulnerable spot, though (I think). If it proves to be too much I guess I can put a kind of fence or something there.

Is it really that massive? What kind of units would make up a reasonable sniper line?
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
I've blocked that sight line up some. Placed concrete blocks next to the point, and lowered the ground where the sniper stands. What do you think?

koth_wetland_a20001.jpg


koth_wetland_a20000.jpg
 

gastrop0d

L3: Member
Apr 22, 2009
110
33
Updated to a2! Adding the sewer gates effectively removes it as an offensive passage; it's purely retreat now. It's just a kind of experiment (I did like how you can rush sewer at the start of the round without the gates, for instance) to try to focus the combat more in the actual area around the point, rather than back at the spawn yards.
 

Mr.Blob

L8: Fancy Shmancy Member
Jun 12, 2009
573
249
It's alot better - I still think the cap needs some close to it as cover., maybe a prop? - Anything will do. :)
 

eddyhartzz

L2: Junior Member
Jul 19, 2010
52
2
Yeah I always try stick something round the CP, just makes it a bit easier, especially with long cap times :)
Looks cool dude, on the other hand I was going to call my map Wetlands :( ;)


Edit: Sorry for the necrobump haha
 
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