KotH puxorb

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Finally got back into mapping.


Its like a giant spire, and focuses heavily on height. (somewhat inspired by koth_rocktop and cp_badlands)

The name is not final I just couldn't think of a good name and I am not a narcissist. :p (btw taking suggestions for names)
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
koth_badlands_pro
 

BigBros

L3: Member
Aug 20, 2014
147
31
To fix gameplay a bit, maybe make the lower canyon into a cave sort of system, and make the level where the bridges cross the map a level, so that the height difference isnt as big, which is one reason why the lower route isn't used. It would also fix the spy problem, and help you make more opportunities for snipers.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Thanks for the feedback today guys!

I am currently making adjustments to the cliff buildings, the cave, the canyon, and the point building in order to fix some problems. For the most part I and others did not seem to have any problems playing the 9 classes. I noticed that sniper is either too powerful or too weak depending on where people are in the map.

Also, being able to shoot into spawn from the sniper platforms/sniping the sniper platforms from spawn is something I do not like. I might make something to section off the spawn area a bit more and I am definitely closing off the doors like most of you suggested.

I might have another test of the map before I release A2 so I am sure of what I need to fix, but overall I think the feedback was helpful and I am glad to see people enjoyed playing on it.
 

Dr. Sasha

L4: Comfortable Member
Aug 5, 2013
185
86
The point looks slightly claustrophobic.

Make the point's building possibly more interesting, to attract more attention.

The badlands/contruction theme would look nice in this.

Nice work
 

BigBros

L3: Member
Aug 20, 2014
147
31
There are two classes that are nearly impossible to play on this map:

spy and engi

spy moreso than engi.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Updated to A2:
-Added staircases to deathpit buildings
-Made deathpit building roofs more accessible
-Extended deathpit buildings to block long sniper sightline
-Added health to canyon area on either side
-Added playerclips in cave building to prevent people from getting stuck
-Fixed spawn doors opening when front-most person spawns
-Converted building that housed each team's spawn into the spawn itself
-Made capture zone borders non-solid to prevent awkward jumping
-Added ledge so all classes can make the jump from cave-building to point-building
-Added some colored props to better distinguish one side from the other
-Changed sun angle to make map brighter
 
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puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Updated to A3:
-Removed sliding doors inside spawn
-Added Cave to upper route to increase travel time (travel times are now closer to that of koth_viaduct)
-Reworked cave building to make it better (hopefully)
-Added various pickups around the map
-Added cover in the canyon
-Added a cave route to the canyon
-Removed clipping on some signs so players don't get caught on them
-Increased skybox height
-Changed sun angle (again) to make map brighter
-Added a func_nobuild brush so that Layl cannot build sentries in the deathpit

Here are some screenshots of the changes:
116F0A34C298957E109F885444838B284BFD30E4

863BCC161FA4CB19C2846778AA248C80E8E0F1FB
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
I might have forgotten a visgroup. I will check it again.




Edit: the func_respawnroom brush was actually too high off the ground and had been like that since A2. I can't believe I never noticed. Good find.
Sooo....

Updated to A3a:
-Fixed Respawn Rooms so engineers can't build in them
 
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puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
Yep. Still can't think of a name so I'm keeping this format. Besides, its similar to how people used to name their maps in the 72 hour contests so it'll do for now. puxorb sounds like some sort of weird energy ball...in fact I am now thinking of the reactor in the citadel from Hl2-Episode 1
 

HQDefault

...what
aa
Aug 6, 2014
1,056
535
Yep. Still can't think of a name so I'm keeping this format. Besides, its similar to how people used to name their maps in the 72 hour contests so it'll do for now. puxorb sounds like some sort of weird energy ball...in fact I am now thinking of the reactor in the citadel from Hl2-Episode 1

In which case, this map should really be themed like nucleus.
 

Jummbl

L1: Registered
Aug 30, 2014
24
9
I've actually got a name idea for you; "koth_sheerface". It refers to the fact that (I assume) it takes place against a sheer cliff face, and you said it yourself that height is a big theme. By the way, I really like how this map looks and the shape of it. Can't wait to see more.
 

puxorb

L69: Emoticon
aa
Dec 15, 2013
531
798
I actually really like that name idea! This map takes place in a canyon area, like the grand canyon. One idea I have when I plan to detail it is to have an expansive skybox environment that seems to extend on for miles, like the grand canyon does in real life.