KotH Leadwater [Deleted]

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chrytin

L2: Junior Member
Jun 10, 2015
63
38
Leadwater - The art style of 2Fort (eventually) with the gameplay of an actually good map (hopefully)

A king of the hill map intended to put the artstyle of 2Fort to good use.
Currently in A8. Likely to have large changes as time goes on and testing demonstrates all of the shortcomings of the map.
 
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chrytin

L2: Junior Member
Jun 10, 2015
63
38
Took 3 times before I was able to actually ascertain anything from the feedback page and the demos (because most of the ones prior to today's consisted of next to no annotations or discussion) but here's the new version.

* Modified right side exits from bases to center. Now are sewer entrances which lead to the canal in the middle of the map, underneath the point. This has eliminated the main problem sight line and given a new flank style route which leads from one base to the other through the under areas.

- Removed small ammo packs from inside point shack

I've yet to really get feedback about anything else to make changes necessary which is why the list of changes is so short.

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chrytin

L2: Junior Member
Jun 10, 2015
63
38
* Changed spacing between "courtyards" and "dividers" to increase size of map to be more on par with other koth maps
* Remade spawns and door configurations to be less easy to spawncamp
- Removed second set of doors because people complained
* Modified sewer entrances to neither lead into the bases nor be close to the middle. The new sewer layout in relation to the point is a bit on par with that of Ashville
* Redid sniper platform to be less expansive and more of just a small battlement
+ Added new side route where an original route with sightline issues was. These issues have been resolved by extending the wall a bit.
- Removed large healthpack from underneath point
+ Added small alcoves with small health and ammo under point 20160313211546_1.jpg 20160313211559_1.jpg 20160313211605_1.jpg 20160313211618_1.jpg 20160313211624_1.jpg

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Retarded Mouse

L1: Registered
Mar 16, 2016
18
1
First of all, the map seems a bit too large and empty. Maybe scale some areas down a bit.

Second, the sniper sightlines around mid are pretty large. In some spots the cover is adequate, but in others you can see 80% of mid.

Finally, the healthkit under mid should be medium. Small doesn't seem worth it for going down in the water, getting a fraction of your health back, then be exposed while going to land.

Overall I like the map so far. Just those things right now should be improved I think.
 

chrytin

L2: Junior Member
Jun 10, 2015
63
38
+ Added riverside shacks to the gully that allow additional routes out of the river and block problem sightlines
* Modified ramps and ledges in bases to block sightlines from battlements to base doors
+ Added bulletproof wire screen to certain parts of battlements that were too powerful
* Modified interior of spawn yard that improve accessibility of upper route and make the spawn less like Granary
* Modified health pickups to offer smalls around mid, mediums in the base yards, and a medium under the point.
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Lovres

Level -1: Prenatal Member
Jan 25, 2015
51
21
This Looks fantastic Chrytin, compared to the first version :) Don't forget to optimize the map with Hint Textures, Area Portals and Func_Detail Brushes
 

chrytin

L2: Junior Member
Jun 10, 2015
63
38
* Replaced Orange dev textures with team color dev textures
* Fixed skybox and clipping to be smaller
* Lowered sniper battlements to reduce the strength of their sightlines
* Added signs and arrow decals for better navigability
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chrytin

L2: Junior Member
Jun 10, 2015
63
38
+ Added more lighting to the base interiors and walkways
* Modified configuration of fences and crates on the bridge to block sniper sight lines
+ Added new building portions to the sides of the canal
* Lowered forward alcove of sniper walkways
- Removed chicken wire from front of sniper perch
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chrytin

L2: Junior Member
Jun 10, 2015
63
38
+ Added new side routes in response to requests for "Spy routes not going thru water"
* Added clipping to certain rooftops and interior fences
* Steepened angle of sides of canal to make it more clear it is not possible to get out of
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chrytin

L2: Junior Member
Jun 10, 2015
63
38
* Modified middle bridge to be less wide and have an awning, hopefully improving how it plays and limiting certain sightlines
* Modified side routes and areas surrounding mid to be smaller because Psy said it was too big
* Improved clipping and overlay alignments around the map
+ Added proper spectator cameras by team
- Removed clipping from top of water sheds to allow them and the mid point roof to be used by jump classes for combat
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chrytin

L2: Junior Member
Jun 10, 2015
63
38
Big thanks to Egan for his more in depth feedback video.
* Broke side sigh lines by routing the footbridges into the shed rather than up onto the ground
* Narrowed side paths where doors are to obstruct them better from sniper spots and the like
* Extended buildings and walls to completely obstruct courtyard from mid, both with sniper perches and point itself
+ Added nobuild to tops of shacks
+ Added opaque texture to spawnroom windows
* Replaced 2 forward medium health packs in courtyard with smalls
* Replaced Expensive 2fort water with normal water (no real time reflections)

I'll try to get screenshots as soon as possible but the site has been having issues over the last few days and I'm now unable to really use it on my PC. It seems to have something to do with being connected to my wifi though, so that will be looked at.

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chrytin

L2: Junior Member
Jun 10, 2015
63
38
+ Added route from canal to start of bridge
+ Added new structure to the lower side
* Tweaked pickup sizes, locations and numbers
* Small tweaks to crates on bridge
* New textures for red base that is less bright. Other textures have been added to certain brush faces to make them more distinct

I'm hoping to get some more specific feedback about issues with the middle point and how they can be resolved. Base interiors seem to be relatively solid at this point.

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chrytin

L2: Junior Member
Jun 10, 2015
63
38
Had issues while making this update which has led me to cut corners and bring back a large box skybox. Some brushwork is cleaner though.
* Moved watersheds against bridge, adding new routes from water to point
* Removed bridge awning and reverted bridge back to something akin to earlier versions. Testing is needed to iron out it's cover.
* Added more structure to side routes to send them more to the point
* Redid sides and width parts of canal, needs to be tested as well to be more fine tuned
Performance may be a bit iffy in this version, as the skybox is huge again but some of the brushwork has been make a bit more performance friendly
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chrytin

L2: Junior Member
Jun 10, 2015
63
38
* Modified sniper battlements and base buildings. The sniper deck is now a lot smaller, the main building has had it's floors and stairs improved, and the front building is now a side route
* Ramps inside facade areas have been tweaked
* Side route has been changed to only have 1 way in closer to the front, rather than 2 side by side doorways in the center
* Mid has been modified to hopefully improve it, however testing and feedback is necessary to improve further
* Skybox has been refit to only areas of the map it is needed
+ Added ground overlays to all health and ammo pack locations with the exception of the medium under the bridge
* Improved use and type of arrows in some areas
* Modified routes of watersheds to hopefully make them less convoluted and keep flow better in mind.
Big thanks to KubeKing for some of the most helpful feedback over the last few playtests. Also, Muddy, I do watch the demos.
Every. Single. One of them.
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