KoTH_ChargingStation

KotH KoTH_ChargingStation a3

Jul 6, 2015
1,425
819
A2 Changes:
- Added a new flank route to the point in the center of the map
- Lowered the full HP Hieght advantage area
- Func_detailed things and optimized a bit
- Minor Detailing at spawns and at mid
- Made the flanks more open
- Changed one of the spawn exits
- Moved one of the spawn exits farther, centering it in the room it leads to
- FIXED THE BLU DOORS JESUS
- Raised the cieling in some buildings to make it feel more open
- Added a duck.

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JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
Jul 6, 2015
1,425
819
Ok, I downloaded it and had a bit of a run around. Overall, looks good, although you might wanna expand lobby a bit and add some more cover around the point.
The Over the Point link leads to the Flank siteline, thank you for the feedback.
The full HP was ment to get people onto the hieght advantage, but I may nerf it now that there is a better flank to take
It was intentioned to stand up there, its no builded so players cant build sentries there but jumpers can get up there.
I may expand the small room with hp/ammo
 

JMaxchill

L5: Dapper Member
Jan 21, 2015
215
69
I played this in an imp and the problem that stood out was that there is no buffer between spawns and the point - you cap the point, push up the slope, and you can directly spam spawn. Push spawn back and put a yard in between there and the doors leading up to the point, and maybe add a flank round the healthkit side of the point other than just a generic raised bit. Sightlines didn't stand out as problems in the test because everyone was playing solly or demo and had pushed forward to the spawns, which is never a good thing
 
Jul 6, 2015
1,425
819
Its mostly detailed for 2 reasons:
1: I thought I put a3 as it was this morning onto the list, and onto the site but I didnt, so I decided to do a little detailing
2: I like detailing
Changelog:
- Removed the HP kit on mid, on the height advantage
- Detailed minor areas, and detailed major areas
- Moved spawns back, and added a buffer area
- Removed the duck.
- Expanded buildings close to mid to make them easier to traverse
- Removed an awkward exit to a building, and moved the area, then...

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