KotH Snowtown

Fantaboi

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Mar 11, 2013
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Koth_workstation_v2

Trailer: http://www.youtube.com/watch?v=iLA5WUwM70g&feature=c4-overview


After 2 months in development it is finally here, koth_workstation.

I did 100 hours of research in many different koth maps to see what does and doesn't work, and used all that information into making workstation, which is a very fun map.
I also tested this a few times on gamedays and impromptus, most of which were very helpful

The map has a huge skybox so all you rocket/sticky jumpers can have a fun time.

If you love the openness of harvest but like the layout of something like viaduct, you're in for a treat.

-Currently updating to V2 based on community feedback.
 
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Vaconcovat

L3: Member
Jan 15, 2012
116
188
Could we get some screenshots of the point?
Also, it is common practice to avoid detailing during alpha development, so that when you need to make layout changes, it is easier due to the fact that you don't have to scrap all the nice detailing you did.
 

Fantaboi

Gone and one day forgotten
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Mar 11, 2013
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Could we get some screenshots of the point?
Also, it is common practice to avoid detailing during alpha development, so that when you need to make layout changes, it is easier due to the fact that you don't have to scrap all the nice detailing you did.

Yeah, I've only been detailing in skyboxes, and places where i'm near certain it doesn't matter (e.g: Respawn rooms) and doing very basic textures for walls and stuff. It's also really near beta.
I've now uploaded some more pictures of an overview and the point
 
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All-Star

L1: Registered
Jun 5, 2013
35
7
Yea!This is defintely your first real map!cause i see gaps in between spawn doors signs on half wall/floor and i see a train i think i it floating!Good thing to do is go through your map with the hammer editor and test it every time you do a chunk of the map!
 

Fantaboi

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Mar 11, 2013
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yeah, it's got a lot of issues, I'm working towards clearing them up to get it into beta, which is the main reason there are so many problems. I just put this online for now so incase there is a gameday, and for people to have a look at it.
Thanks for looking around and providing feedback, I'm gonna get to work on it.
And I knew i'd forget that sign on the floor.
 
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Fantaboi

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Mar 11, 2013
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Fantaboi

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Mar 11, 2013
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Well, i've started re-updating the map to get it to V2.
a lot of release feed back indicated that air based classes were overpowered, some more paths needed to be made and there was a lot more detailing needed to be done. Which i'll hopefully fix up.
 

Fantaboi

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Mar 11, 2013
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Hey guys I heard you guys tested this unexpectedly and looked at the feedback all was very helpful (especially axio, and i'm not being sarcastic)
Thanks for all the feedback,
What should I start calling it at the end though?
It's a version 2 of an already released map so should it be workstation_v2_a1 or workstation_rc5

Also could someone please rename this thread to workstation v2?
 

Fantaboi

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Mar 11, 2013
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Did some slight work on it, most of it major, but I mainly added for playtesting.
I want to see how the map is with the "health kit room" blocked off, i doubt it'll help with combat congestion but it's worth a try.
Added a bigger skybox, and covered the cp to fix it.
Full list:

15/0/2013
Renamed it to v2_A5:
Major Gameplay:
-Made the skybox taller
-Added a building over the control point
-Blocked off the rooms near the cp, to see how it is without testing
Minor gameplay:
-Fixed some of the roof's clipping
-Moved the train carts slightly
Aestethics:
-Changed water in the centre
-fixed a texture which caused tons of lag
-changed the skybox
 

Fantaboi

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Mar 11, 2013
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Addeed some screenshots of the map.
updating this map is exciting me, there is so much I look back on and say "what was I thinking" and now I'm trying to remedy it all.
Slowly but surely all the areas will get a revamp so they look a lot more detailed.