Vision

KotH Vision a6

seth

aa
May 31, 2013
1,019
851
a2

visual


  • hydro sky settings
  • more interior lights
  • more roofing because I like roofing

gameplay

  • complete rework of yard and lobby
  • shifted spawn forward and deleted lobby building to decrease timings
  • slight offset of point to increase width
  • mid buildings connect to right side yard building
  • better pathing into lobby building
  • rearranged point cover
  • removed small pickups behind point
  • removed full kit in garage
  • moved small pickups in lobby building into upper room in yard building
  • medium pickups in new locker rooms
  • small hp in mid side building, 2nd floor

optimization

  • coupla hints
  • skybox across yard buildings to prevent explosive spam

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Last edited:

seth

aa
May 31, 2013
1,019
851
a3

visual
  • fixed asymmetric red/blu texture transition at mid
gameplay
  • made small shutter entrance to mid side buildings one-way and made accessible to all classes
  • compressed mid 256hu and redesigned side mid to opposing mid side building connector as a result
  • closed hole in floor connecting mid side building 1st and 2nd floors
  • shortened and better lit mid side building 1st floor
  • close mid cover shift


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seth

aa
May 31, 2013
1,019
851
a4

layout

  • gutted “yard” area and remade to separate fighting from mid
  • right route is a connector hub; can go to 2nd floor mid building, 1st floor mid building, or back into yard connector to mid

pickups

  • small hp/ammo in shacks by point
  • medium hp/ammo in yard building
  • small hp/ammo in top left route building
  • medium hp/ammo in connector building under yard building
  • small hp in mid side buildings 2nd floor
  • small hp under top left route dropdown by trucks
  • medium ammo in mid side buildings 1st floor

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Last edited:

seth

aa
May 31, 2013
1,019
851
a5

layout

  • removed dropdown
  • removed most of 2nd floor mid building and removed shutter going into it
  • removed yard connector and upper yard building shutters
  • removed some barriers from yard bridge
  • route into yard building from right side is now a catapult
  • 1st floor side mid building window is now a one-way out

pickups
  • moved small hp/ammo from shacks flanking point into 2nd floor mid side buildings

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SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
When we played your map a day or two ago, I shit hard on this map in the chat. Most of that was because when I'm performing badly or getting stomped, I get very heated very fast. I wanted to apologize for that, it was uncalled for.
 

seth

aa
May 31, 2013
1,019
851
When we played your map a day or two ago, I shit hard on this map in the chat. Most of that was because when I'm performing badly or getting stomped, I get very heated very fast. I wanted to apologize for that, it was uncalled for.
Oh, that's okay. It's the nature of testing and I know the map needs a lot of work before graduating from alpha. Thanks for reaching out.
 

seth

aa
May 31, 2013
1,019
851
a6

special thanks to @Defcon for pre-release feedback.

layout
  • removed remaining shutters
  • derestricted yard connectors
  • opened yard building 1st floor
  • removed right battlement route
  • added more shacks to mid for additional cover w/ crouch jump up for attackers
  • added 2nd floor yard building route to left side
  • delete left battlement bridge to yard building
  • squeezed cap area slightly to allow walking through mid without touching the point
  • lowered cap time
  • shifted all spawn points to main door on right
pickups
  • downgraded mediums to smalls in yard building
  • removed small hp from left battlements
  • moved mediums from yard connector to left side yard building
  • moved medium ammo in mid side building 1st floor back some and added medium health with it

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Oct 15, 2018
249
132
How is your lighting so good?
I'm currently making my first map by using Dustbowl's lighting settings to fit my asthetic but I can't help but make all my buildings really tall so the lighting is awful.
 

seth

aa
May 31, 2013
1,019
851
How is your lighting so good?
I'm currently making my first map by using Dustbowl's lighting settings to fit my asthetic but I can't help but make all my buildings really tall so the lighting is awful.

There's nothing wrong with having tall buildings; they'll just cast longer shadows. I copied environment entities from Hydro. You can grab them from Acegikmo's environment gallery if you don't want to poke around in decompiled map files. I set up indoor lights in an instance to copy around the map. It just consists of a prop, light_spot, and point_spotlight.
 

seth

aa
May 31, 2013
1,019
851
I may start writing some blurbs after new versions to collect my thoughts and ask for help in solving the map's problems. As you might be able to tell by now, I'm no good at interpreting or predicting how a space will play. I have been trying to address as much major feedback as I can every version, but I'm usually not sure of how to correct them.

A6 was tested today on the EU server and there are a couple people who feel the map is more chaotic than ever despite my efforts to simplify routing. It still suffers from sniper sightlines and now it seems defenders pushing into the attacker's connectors is a problem.

I sent a6 to @Defcon before releasing and made a few changes on his advice. One major change I did not incorporate at the time was completely removing the mid side building 1st floor and terraining it, essentially opening the whole area up. He still maintains this is a good idea, I just can't envision how it will play out or even how best to design the space without making it a deathtrap for attackers.

I have spent a long time in this version and in those previous mulling over how best to design the lobby space; kinda the whole area from the red line back in the picture below. Obviously still haven't nailed it and I'm just at a loss of what to try next.

uaEgtNc.png