Cranelift

KotH Cranelift A8

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Cranelift - Made another KoTH map out of boredom.

Just another KoTH map. This one takes place inside of a...something...facility. At this point, RED and BLU have been everywhere, who cares where they are now.

The mid area features a large death pit with a crane lift (roll credits) holding up the control point, and a small catwalk underneath with a full health kit for the bravest mercenaries.

Screenshots:
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
While a1a of this map hasn't been tested, I thought some stuff over and decided to do another version before testing starts.

Changelog:

GENERAL:
-Added blockbullet brushes inside the door frame props so stickies can't be hidden in them
-Added some clips to make traversing some of the smaller corridors much less annoying

MID:
-Removed the deathpit and replaced with a lower area with generators. This should make falling off the point much less annoying and tedious, but still gives potential to knock players off the cap zone
-Reduced the full health under the point to a medium and gave it two small ammo kits to accompany it.
-Changed the location of the trucks to give snipers less power and to make the corners near the ramps down into the pit a little more interesting, while also making falling from the elevated window room more forgiving.

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
I think I'll let these images do most of the talking on this one:
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Mid was reworked a shit ton, the main corridor to Mid was raised to make ramps less steep and to make it safer to traverse by the attacking team, and some non dev textures were added just for kicks.

And a few misc changes as well:
-Changed and added some health packs
-Fixed a glitchy areaportal
-Untinted the windows at the spawns
-Removed Herobrine

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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:

-Reworked mid (again) to be less confusing and more straightforward
-Added a flank route connecting the left-most hallway to the enemy battlements
-Did a tiny amount of detailing (computers in the more spytechy rooms of the map)
-Possibly more I dunno lol

Screenshots:
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Redid mid again, this time with giant new walls, simpler ramps, redone props blocking sightlines, and other changes.
-Added pipes and vents near the sniper deck that can be walked on top of
-Cut the main entrance to mid in half to block sightlines
-Cut the ramp down to the lobby area in half for the same previous reason
-Other stuff, I can't recall everything

Screens:
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Super duper pooper scooper megal ultra update (but not really because it's still in alpha lmao)

Gameplay changes:
-Redid mid for the 5 millionth time.
-Changed the weird metal walls to concrete walls with team-colored hazard tape lining the top, so they don't blend in with the background too much.
-The ramps are much simpler now, and you don't have to climb weird boxes to reach the upper computer room.
-Said upper computer room now has a window that looks over at the enemy balcony. It can be used in conjunction with wall vents and an added ledge to jump to the balcony, and vis versa. This technically also adds a third way to reach the point.
-The point (and by extension, the cranelift) are slightly higher so that the main ramp leading up to it blocks long sightlines across mid.
-Random metal plates attached to the support beams of the ramps are now just a ring of white metal. This seems to block some of the nastier sights in conjunction with the new walls.
-The medium health under the point is now a full. This was a risky decision, but I believe it will entice people to actually go down there. This, I hope, is made up for by being punished harder for falling or being pushed off the point.
-Adjusted pack placements; a medium health pack has been added under the wall vents, and the packs closest to mid have been moved farther back and downgraded in size.
-Gave the corridor under the computer/window room a unique identity; raised the roof, expanded it, gave it some diagonal walls, and moved the packs that were in it to a new slightly raised surface with stairs.
-Raised the skybox outside of spawn and made the exteriors of the spawn rooms and main building actually look like buildings.
-Added shutters to the leftmost and rightmost doors at the spawn yard.
-Opened up the big shutter door outside spawn and placed a team-colored van along it to cover a nasty sightline the previous part created.
-Adjusted the walls of the room with the train flatbed to further block nasty sightlines.
-Added a stack of crates to

Asthetic changes:
-Changed the nucleus under the point to be unique from Nucleus's nucleus, and to make the room much less tall
-Changed the ugly square skylights above mid to skylights similar to the ones from Gorge and Process
-The voids leftward and rightward from the spawn yard are now ground
-Calculated splines

Screenshots:
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