Guerilla

KotH Guerilla koth_guerilla_a4n

Nov 2, 2010
355
1,048
Jungle-themed koth map with rotational symmetry

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Moonrat

nothing left
aa
Jul 30, 2014
932
585
I mean, if Snipers end up being overpowered, looks like it wouldn't take much to get rid of that.

This looks cool, I'd like to be there to play it
 

ibex

aa
Sep 1, 2013
308
528
Just did a quick test because I was curious: your map is ~16sec walk time from spawn to point when using scout. Viaduct is ~10, lakeside ~11, highpass ~12, king ~9 just for reference.
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Looks good, the greenhouse makes more sense being in a jungle than an alpine forest.
 
Nov 2, 2010
355
1,048
Metric ton of changes as of version koth_guerilla_a3h

- Totally rebuilt mid. The boring ramp thing has been replaced by a neat hut.
- Rethemed to a jungle style.
- Introduced colours other than grey.
- Cut off the two main sightlines in the map (the one between spawns across the point and the diagonal one between the Sniper spots)
- Changed the layout of the right-angled building to break the visline between spawn and mid and did some optimisation around it.
- Rotated the ramp up to the right-side high ground to make it more appealing to players leaving spawn.
- Improved lighting in all indoor areas.
- Moved around the health and ammo kits to encourage people to take the right-side route and to retreat under the bridges.
- Fixed an exploit where teleporters could be built in spawn.
- Made it so you can no longer place building on rooftops and most of the high ones are now inaccessible.
- Increased the speed of all the doors so you can't snag on them anymore.
- Improved the clipping on the shelters by the control point.
- Shifted some of the fences about to block Sniper sightlines.
- Added an invisible wall under the lip of the slanted roof so it's easier to jump onto.
- Changed the window frame models to make it more obvious which windows can be shot through and which cannot.
- Smoothed out displacements all around the map.
- Added more signs.
- General optimisation. Segmented the map's skybox more to prevent unnecessary rendering.
- Minor detailing improvements.
- Turned the leaning shovel in spawn the other way up because it was just too distressing for 14bit having it handle-down.

New screenshots:


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