koth_spire

Confidence Man

L1: Registered
Jun 26, 2009
47
6
koth_spire_a3

I've been working on this for a week or so inbetween nightwatch, and I've just taken a break from the latter to get this up to a playable state.

It's a small, upward-themed koth level with a circular design, the point up on an elevated area with some tunnels that cross underneath. One of the spawn exits go directly to the tunnels in the event you get pinned in spawn on the middle level.
 
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tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Love the height differences and it looks like the capturepoint itself could play great, however I feel the area below the cap is very open and flat, maybe add some buildings, rocks and small hills to make it a bit more interesting? With this you will also be able to concentrate a bit more fighting to the capture point instead of the areas around the point, which is important in a koth map. GL!
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
koth_quarry_rockpike.mdl

Looks fun, although as tovilovan said, a bit flat on the bottom. Fix that, put it on Gameday.
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
for some reason this looks like turret
 

Confidence Man

L1: Registered
Jun 26, 2009
47
6
Made a few changes for gameday; ditched the crate jump for stairs, added a little mound/wall to the empty area, hollowed out the untextured building with the health behind it and made it so you drop down from the walkway, and rough textured most of it.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Move these cabinets to the other side of the room.

Overall, pretty good map, but it's hard to fight back. Once a team caps, they can set up a sentry to blow off any attackers until a semi-good Uber/Spy comes in. Oh, and the cave area wasn't used at all.
 

Confidence Man

L1: Registered
Jun 26, 2009
47
6
A couple new pics; I made getting onto the roofs easier with ramps, added some new structures, more cover on the point, fixed some issues with the doors, took seb's advice with the resupplies, redistributed some health and ammo, and did some displacement work and detailing. Still fooling around with some things but I'll try and get a new version up for friday.

30c6dqs.jpg


1042pp5.jpg
 

Attsy

L3: Member
Jan 31, 2010
110
29
Thats looking very nice. I would cut down a bit on the fog, looks a bit to hazy for me, but I'm loving the style you got going here. Something I defiantly want to play.
 

Confidence Man

L1: Registered
Jun 26, 2009
47
6
New version is up. I added some more cover to the area around the point and the open area below, did some displacement work on the tunnels, clipped all the outcroppings and did some other stuff I can't remember.

I haven't gotten to it yet, but I want to try and link the central tunnel room with the two buildings on either side to give faster access to and from the tunnels.

2zee4gg.jpg