Koth_Rigid

KotH Rigid a3

Scrawnoisis Viollet Fox

L1: Registered
Apr 5, 2016
23
1
Koth_Rigged - A koth map on an offshore rig that does something that may relate to gravel.

Koth_Rigged is my first serious attempt at getting a map up and going. It's an offshore rig that has some sort of purpose. Originally I had planned to have three smaller rigs connect to the main rig where the Cap is on opposite corners.
Sightlines were massive when done this way though, so I'd changed the concept to one big rig and changed the smaller rigs into some sort of building complex.
To keep the rig square I also fenced off two corners.
And yeah, the map's currently in need of some playtesting. Any and all types of feedback are well-appreciated! :3
 
Last edited:

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
There's already a map titled Rigged on the site (see here) so you may want to change that. However the map is 2 years old and purged from our servers a while ago (along with all other old custom maps) and I don't believe Smileytopin is active so it's likely your call here (it may help you to avoid any confusion though).
 

Scrawnoisis Viollet Fox

L1: Registered
Apr 5, 2016
23
1
Huh. I'd been browsing most everywhere and hadn't seen that map. Though, since both the map and the user haven't been active for quite a while, I'll stick with the map's name for its alpha stage. Thanks for the heads up, though!
 

Scrawnoisis Viollet Fox

L1: Registered
Apr 5, 2016
23
1
Latest changes:
- Actually put the Alpha status into the file name (Derp).
- Re-beautified stuff (All textures now fit the style of tf2, for realsies now, I swear)
- Got rid of the buildings above the spawns
- Messed around more with lighting. should be less extreme now
-Added a second floor to the raised buildings on either side
-Raised the railings facing the spawns on floor one of the central cake to reduce sightlines toward spawn
-Stacked cargo containers and made clipping a thing this map has
-Floating barrels have been retired for rigbound container units.

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Scrawnoisis Viollet Fox

L1: Registered
Apr 5, 2016
23
1
What do you do when you find some ancient buildings in some forgotten area in a faraway land? Well, if you're Gray Mann you take these historical treasures and put them on an offshore rig you stole from your pesky bretheren and use it to fine-tune your robotic vassal's aim and manouvering skills. Or maybe Merasmus happened.


Latest changes:
- Changed around a lot of textures
- Chances are I'll change the sorrounding scenery to be more jungly, since the center building has a kind of temple-y feel to it already anyway.
-trashed two of the side-buildings and turned one "Dock" into Some sort of reserve for the notorious central american wooden Palm-cow.

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Scrawnoisis Viollet Fox

L1: Registered
Apr 5, 2016
23
1
Rigged B2 is out! Stuff is slowly being less space-wastey thanks to advances in furnishing science!
Latest changes:
- Palm-cows are now joined by landcrocs, their natural prey.
- The second floor on the secondary buildings has now been outfitted with state of the art storage rooms that contain whatever you would need to test your mechanical mercenaries, including your mechanical mercs.
- Added four Hill-ownership visualizers to the central building's exterior for viewing pleasure.

Future plans:
- Get a decent skybox going
- Decide on what skybox it should be (jungle vs off-shore arctic or so)
- Tweak stuff given more playtesting
- Maybe add some gimmick relating to robots/skeletons spawning to back up the team that's currently not owning the cap.

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sooshey

:3c
aa
Jan 7, 2015
514
410
Be careful with gimmicks, most people don't like or expect them outside of a joke or event map.
 

Samniss Arandeen

L1: Registered
Mar 3, 2013
33
7
Judging by the screenshots, the map has a kind of Team Fortress Classic aesthetic to it - is that intentional or will that change? I also have my reservations about that big of a coverless open area between RED and BLU, meaning slow, deathmatchy play. I'll give it a spin though.
 

Scrawnoisis Viollet Fox

L1: Registered
Apr 5, 2016
23
1
@Thunderchin It's a massive WIP, nothing is final, the map got a massive overhaul from b2 to 3, so these textures are just a means to get away from pure dev textures and get something that has decently recognizable sides.
 

Aeix

L3: Member
Feb 14, 2016
147
58
But what happened to the barrels!?
All the lovely, lovely barrels!?
 

Scrawnoisis Viollet Fox

L1: Registered
Apr 5, 2016
23
1
Been messing around with a lot of stuff and decided to pull back and rework my map fully. It'd devolved from my original idea of having several small rigs connected to a central rig with the cap on it to...well, the square thing it was before. So now it's this...thing.

...the cp is kind of on a rig.

Not sure if it's ready for playtesting, but some general feedback on here would be nice :3

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Scrawnoisis Viollet Fox

L1: Registered
Apr 5, 2016
23
1
Been a couple of ages since I did anything mappingwise, so I figured starting from (almost) 0 would be a good idea. So I (kinda) did.
- scrapped everything but mid
- kept the rotational symmetry for the map
- no water for now
- random placeholder grey angle 3d skybox for future use
- stuff as seen in the screenshots
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