Dewpit

KotH Dewpit a6a

Aeix

L3: Member
Feb 14, 2016
147
58
dewpit - It's got special doors!

Koth_Dewpit
This is my second map - hopefully it will live a little longer than my previous map (so getting it into an imp or gameday would be a start) :p
Hopefully this map will play well, I have tried to be a little inventive with gameplay and avoid the classic "Viaduct Formula", as channeling 32 people isn't really my thing.
I've attempted to have two routes in the map, that connect at spawns and connect again at the point, with one going ontop of the other (kinda like a square figure of eight).
Here are some pictures:
koth_dewpit0000.jpg
koth_dewpit0001.jpg
koth_dewpit0002.jpg
koth_dewpit0003.jpg
koth_dewpit0004.jpg
koth_dewpit0006.jpg

koth_dewpit_a4a0001.jpg
koth_dewpit_a40000.jpg

Known issues:
-Name is a placeholder
 
Last edited:

Aeix

L3: Member
Feb 14, 2016
147
58
Just some quick stuff before the gameday later this evening:
-Added another health + ammopack
-Added "patch" overlays underneath all the health/ammopacks
-Added clipping ontop of buildings (you currently have about 1200-1600 units of height to jump in, though I will probably increase that later)
-Added version string to the end of the filename
-Prevented the skybox horizon from being visable
Still working on ideas for a new flank bypassing the spawn courtyard, but I'll see how the gameday test goes!

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Aeix

L3: Member
Feb 14, 2016
147
58
Almost easily reachable for a soldier and espically demoman.
Yeah, I am aware of that - but I doubt anyone will be doing too much vertical jumping that would result in them hitting the ceiling (I've always got room to be suprised though :p )
though I will probably increase that later
That kinda meant that I will be increasing it, I don't really know why I said probably xD
 

Aeix

L3: Member
Feb 14, 2016
147
58
This is a quick update in response to the gameday.
-Replaced all custom textures with non-custom equivalents
-Added two windows
-Expanded cap area
I am working on packing the custom materials (they were all from the construction pack, so nothing too wierd)

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Aeix

L3: Member
Feb 14, 2016
147
58
Ok, so a massive thank you to DrLambda for his help with CompilePal - I've managed to pack all of the custom assets:
-Reverted non-custom textures back to custom textures (or the ones that where)
-Packed map properly (I've checked with sv_pure 2), so it won't be blinding any more playtesters
-Added two piles of gravel (because gravel :p)
I still need to add a flank around the spawn courtyard, that will probably come in a3.

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Aeix

L3: Member
Feb 14, 2016
147
58
Thanks to everyone on the most recent imp - clearly this map needs a lot of work, but I think it isn't too diabolical for my 2nd major project.
Things I need to work on:
-3rd route onto mid
-Flank around spawn courtyard (should help negate spawn camping)
-Fix resupplies (blu spawn)
-Fix door triggers
-More health and ammo
I'm also planning on moving the spawns back, just create some more space in the map.
 
V

Valkyrie

Yeah, I am aware of that - but I doubt anyone will be doing too much vertical jumping that would result in them hitting the ceiling (I've always got room to be suprised though :p )

You would easily be surprised
 

Aeix

L3: Member
Feb 14, 2016
147
58
On top of everything else, you need to make mid much bigger. Right now, one sentry can overlook pretty much the entire space.
Working on that right now :)
I think adding the third route has helped open it up a lot more, and that combined with moving the spawns back should help make the map feel a lot bigger.
 

Aeix

L3: Member
Feb 14, 2016
147
58
Here's a rundown of all the things I updated in this one, its quite big.
Massive thanks to my friend F1ssi0n for doing the boring job of clipping the radio tower!
-added 3rd route into mid
-added flank around spawn courtyard
-moved spawns back
-fixed teams opening other teams spawn doors
-added a "bufferzone" between the main spawn courtyard and spawnroom (should hopefully make camping harder)
-played around with respawn times
-made buildings around the point accessible
-added windows
-added new small health + ammo in the new buildings
-added an info_observer_point
-added an env_cubemap for the water
-added clipping on the radio tower
-skipped a3 (yeah, it's wierd)
There is still a lot of work to be done with this map, but hopefully it's getting there!

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Aeix

L3: Member
Feb 14, 2016
147
58
Kinda small but important update making sure signage works and sniper spots aren't too powerful (I had a rather nasty, dimly lit one, but that should fixed now).
Changelog:
-changed a decal that was the wrong colour
-fixed signage in red spawn
-improved signage in both spawns
-removed skybox horizon being visible
-improved doors (they now open fast enough for you to get out without being caught on them)
-added white patches onto wall behind sniper balcony to make it easier to spot players
-improved lighting on sniper balcony to make it easier to spot players
-raised the floor slightly in dropdown room so scouts can double jump into vents (you need to crouch on the second jump though), as well as soldiers and demos*
-remembered to pack update this time
*vents leads to sniper windows/balcony, so this should also help make the sniper "area" less OP

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Aeix

L3: Member
Feb 14, 2016
147
58
Thanks to everyone who gave feedback - a6 is now out!
Changelog:
-removed clipping and changed collisions to "not solid" on windows
-adjusted size of doors, so there won't be anymore z fighting when the doors opn
-moved a wall back at mid, allowing access to the inside of the shipping containers (although you can't go too far in)
-couple of signage adjustments
I still feel like I need to expand mid a little more, despite it being much larger than the first version, I still don't think it's quite big enough. Any ideas welcome!
Also, @Berry thanks for the feedback, I will try and find a way of making the doors look more like usable doors, but I'm rather attached to them, so I dont want to change them too much. Also, you gotta get your water from somewhere when you're in the desert :p

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