KotH Skatepark

zahndah

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Jul 4, 2015
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Welcome to the most dangerous skatepark you have ever visited. With bullets flying overhead, rockets exploding at your feet and dizzying heights to overcome, you are sure to die!!

Koth_Skatepark is a map I've been working on slightly inspired by splatoon (with all the height changes) but it doesn't really resemble a skatepark, that is just the best name I could think of.

Theme and title are both susceptible to change.

There are some VERY crazy sniper sightlines that need nerfing.

Known bugs:

the sightlines are crazy long, especialy near the edge of the map.
 
Last edited:

HQDefault

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Aug 6, 2014
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Good to see someone is trying to get creative

But I foresee 3 problems:
1: The map just abruptly stops, and it looks like you can fall off of it. Add some basic dev texture walls.
2: It's like a 3 second walk to the point. That ain't right.
3: You can't tell who's side is who's from mid.

Also, I highly recommend you use Dev textures for your alpha... unless you're crazy about detailing... or you just really don't care.

And it seems like you are neither of these things.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Good to see someone is trying to get creative

But I foresee 3 problems:
1: The map just abruptly stops, and it looks like you can fall off of it. Add some basic dev texture walls.
2: It's like a 3 second walk to the point. That ain't right.
3: You can't tell who's side is who's from mid.

Also, I highly recommend you use Dev textures for your alpha... unless you're crazy about detailing... or you just really don't care.

And it seems like you are neither of these things.

Thanks for the advice. I will add some walls / other obstacles to lengthen the walk and add a wall around the map to signify the edge (for now). At mid there are two different coloured lights under the bridges on each side and under the middle bridge to signify the sides but it isn't very clear so I will have to make it clearer.

I Started with dev textures but then I just started to mess around with textures and found the ones I am using which seem to fit just fine so I kept them. Should I change back?

Again, thanks for the advice I will update the map shortly
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Updated to A2, updates include:
Added player clip brushes above both spawns so you can no longer stand on top
Added a dev texture wall around the map to signify the edge
Lengthened the path to the point so it takes approx 10 seconds as scout to get to mid via any route

Note: Screenshots not updated as all that were added was a big dev texture wall (which you can imagine), 1 brush made bigger and 1 brush added (and I'm lazy :D)
 

zahndah

professional letter
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Jul 4, 2015
721
642
A3 released, updates include:
Added more steps on the other side of the middle wall on both sides
added a triangular brush for the low down health and ammo kits to sit on
added ladder bridges at some points on the map

Also I updated the screenshots so they are now up to date.
 

zahndah

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Jul 4, 2015
721
642
Updated to A4, updates include:
Fixed a bunch of leaks
Made it easier to recognise which side is which from the capture point
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Updated to A5, updates include:
scaled the map down to 0.75x its original time (maybe still too big)
made the respawnroom visualizers flush-er to the respawn doors (when they were flush the enemy team could run into them and make them open indefinitely, any help??)
changed the bridges on either side of the point into half-pipes.
made the lights in the spawn rooms not be errors.
made a small temporary wall around the edge of the map (so there is more light in the map, also any ideas of what it should be like, it doesn't fit well at the moment)
maybe other things too that I cant remember.

please, if you have any ideas or know how to fix any of my problems please tell me as I have no idea how to fix them.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Updated to a6, updates include:
Fixed all known unalined brushes (tell me if you find any)
fixed leaks caused by downscaling.