KotH Rundown

Fruity Snacks

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Alright, Thanks grazr. Yea, the map was coming directly from its Arena version, and I wanted to see how to work it from there, I was thinking about adding a wall inbetween the point and the spawn point, and was going to completely redo the spawns, probably just leaving them as part of the wall i'll put up.

Lot of work, but I'll be adding a lot to it... (now that its KoTH)
 

Fruity Snacks

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a2 Released
-Moved spawns back
-added building with saws between spawn and point
-Made point larger
Optimization stuff
Added some more HP/Ammo packs.
-Attempted to fix cubemap issues

Alright, so, found enough free time to release the next version of this, hopefully headed to gameday tomorrow. I've been really busy past few weeks, between being sick and going to the hospital, tests, school, etc. But hopefully on weekends I'll have time to map on this guy, or maybe my contest entry, which I have an idea for, but not much movement has been done with it.

So yea. Enjoy!
 

Sergis

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koth_rundown_a2_fix0000.jpg

this is the hole i was talking about. it disappears when viewed at a certain angle tho.

also the crates nearby are overlapping.
 

Fruity Snacks

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a3
Did what was given in feedback:
-Added small ramp over short fence outside saw room
-Cut down amount of saws to 1 on each side. Made them non-stickyable
-Added windows and lighting to building past spawn to cut down camping
-Added a few signs
-Clipped side buildings upper level so you can easily jump out windows
-Made it so you can tell where saws are headed.
-Fixed a hole in stairs

Alright, a3 up, had some free time the past few days (woo!)

I did a lot of stuff I heard from feedback. I do think the point should be opened a little but more, but I'm trying to figure out the best way to do that (suggestions would be helpful) so, if it is a continueing issue expect it to be fixed.

Next update I hope to have a starter skybox (yay!) and maybe a bit more detailing to some of the places that I know are fine.
 

Fruity Snacks

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a4! (which is technically a11!)
a4 -
Did a few minor tweeks with ramps and such
Added playerclips to someplaces
Lots of visual things:
- Adjusted skybox texture to fit enviromental lighting
- Increased cubemaps in places that needed them
-Adding a rough skybox (WOO!)

Realized that with the amount of cubemaps I had, some of the exterior saws were really red or blue... So I fixed that.

I also added a rough skybox, just to give it a more "i'm almost in beta" feeling. I'd like to know what people think (Screenshots included in OP)

Anyways, here is what I'm hoping: I have spring break the 2nd week of march. I want to be detailing b1 that week. So, even though I have some visuals now, I really want some layout feedback (well, more layout than visuals*) so i can get out of alpha and roughly into beta. I don't expect a5 to be the last alpha, but it could be.

Longterm goal: Have a finished map by May, so i have time for a new one over the summer.

Optimistic, yes. But this hopefully won't be like the last time I said I wanted to go to beta, and basically sent me into 7 more alpha's.
 
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Fruity Snacks

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Woo! a5(12) -

a5
-Redid center point
---> lights, props, enterence, etc.
-Closed off flank buildings to see if they affect gameplay
-changed up windows on building outside spawn
-clipped some stuff
-Other assorted things

Basically did EVERYTHING on the feedback, I changed up the mid, there might still be a few issues with it, but I guess I expect now 2-3 more alphas before beta, and I really really want to go to beta.

I closed off the flanks because they were useless, makes the map really linear, and during beta I may adjust some details to make it look like it isn't, etc. But things are coming along the way I want them too, so I present to you koth_rundown_a5.

Enjoy :D

--New Screenshot added of the new point (somewhat old, I need to get around to updating all the screens with built cubemaps :3 )
 

tyler

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Sep 11, 2013
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by blocking out the right hand window here, you make it harder to appraise the point and act quickly; something that helped me get my astronomical score during the test was that i could basically see everything at all times

i think this would help defenders on the point, attackers take the point (kind of) and optimization

the left hand windows are blocked out sort of for the same reasons, but also because i think it'd look neat.

up to you

aH9Mx.jpg


really liked this
 

tyler

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oh and also, being able to jump up the woodpiles from the ground floor as heavy was awesome, but maybe too good. don't remove it just yet, but pay attention to that in later tests, i think.
 

tyler

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You know, I've been thinking about it too -- you either need another way up to the grate ledges inside the point, or maybe split them into two smaller ledges with a gap in the middle. It seemed difficult for people to dislodge me from up there, but again just think about that in the future, it could have been an issue with teams.
 

Walker

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Oct 22, 2009
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That grate texture allows splash damage to go through. Not that big of a deal, but if you want to stop it, just put a blockbullets brush inside it.
 

tyler

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Sep 11, 2013
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Actually use Invisible. It's like playerclip and blockbullets combined, but doesn't cut vvis! God knows why blockbullets cuts vis.
 

Fruity Snacks

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Done done done and done. I cut down the width of the upper platform, so players can just wall hug to avoid fire. (and added those blocked windows. Good idea there yyler, I didn't think of how visibility affected the point.)

I've been tempted to raise the point up on a pile of logs... like 1 log high... Might help a bit.
 

Fruity Snacks

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Updated to a6.

Hopefully calling this last alpha unless something very broken appears (and, knowing my luck, something will)... I really want to start detailing this monstrosity.

Tweeked spawn so that everyone spawns upstairs, rather than both
I adjusted the balconies around the main point, they are no thinner, and easily accessible from the base, this should make it easier to retake.


Enjoy :D