Combine the casual, rocketjumping, multiple high levels feel of tdm_hightower with the wild airblasting pyros, deathfalls and hidden side paths of Upward, add a small pool for pyrosharks, garnish it with a interwoven layout shaped in a kinda-innovative (for KOTH) U-shape and you get: koth_degeneration.
I'm almost finished with koth_temper, and i tried my hands on a few different maps, but this is the one i want to complete. It has a layout that is a mixture of pre-planning, rapid prototyping and whatnot that turned out to be fun. I might even add a few more things to it, like a rocketjumpable balcony on the tower at the point, and maybe even an "even-more-outwards-route" from the platforms near spawn to the plattforms exiting the building on the outer side of the cliff, giving even more low ground to the classes that like that, should snipers prove to be too problematic - I sure did try to fix the most broken sightlines (But there are still enough points where Snipers can shoot at each other and be killed by mobile classes like the balcony on Hightower.)
The first "internal" playtest was a lot of fun. There is always happening somewhere, like a more compact version of King or, yeah, let's say Hightower. I think i really hit the mark on many layout decisions by accident It feels organic, and that's what i was going for. I hope a few of you like it even a bit as much as i enjoy it right now.
Right now, I'm not 100% on what i'm going for visually. The cliffs etc are really "Upward"-y, but i'm still thinking about other options, like the white cliffs of Dover or similar.
I'm almost finished with koth_temper, and i tried my hands on a few different maps, but this is the one i want to complete. It has a layout that is a mixture of pre-planning, rapid prototyping and whatnot that turned out to be fun. I might even add a few more things to it, like a rocketjumpable balcony on the tower at the point, and maybe even an "even-more-outwards-route" from the platforms near spawn to the plattforms exiting the building on the outer side of the cliff, giving even more low ground to the classes that like that, should snipers prove to be too problematic - I sure did try to fix the most broken sightlines (But there are still enough points where Snipers can shoot at each other and be killed by mobile classes like the balcony on Hightower.)
The first "internal" playtest was a lot of fun. There is always happening somewhere, like a more compact version of King or, yeah, let's say Hightower. I think i really hit the mark on many layout decisions by accident It feels organic, and that's what i was going for. I hope a few of you like it even a bit as much as i enjoy it right now.
Right now, I'm not 100% on what i'm going for visually. The cliffs etc are really "Upward"-y, but i'm still thinking about other options, like the white cliffs of Dover or similar.
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