Russet

KotH Russet A13a

Squablo

L1: Registered
Jul 29, 2017
31
4
Russet - KotH map that takes place in a sunny farmland setting

This is a map I decided to make after seeing how ugly the middle of Idaho is in the summer. Unfortunately, it currently has a disappointing lack of any and all potatoes. Plz forgive.
View attachment 62343
 

Squablo

L1: Registered
Jul 29, 2017
31
4
-Separated middle courtyard into 2 rooms

-Made spawn courtyard larger

-Made spawnroom higher to prevent spawncamping

-Cut some sightlines

-Changed right hallway from spawn to 2nd court, also added health

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Heroriks

L2: Junior Member
Aug 10, 2016
76
18
Here is my feedback on the map - the spawnroom is super tight and small, not a fan of these slopes -
Screenshot_417.png
, the layout feels like viaduct with slight changes.
 

Squablo

L1: Registered
Jul 29, 2017
31
4
Made spawn rooms larger

Removed pickups from spawn courtyard

Removed health from crate stacks

Moved ammo and added health to left barn exit

Covered point to make bombing harder

Still no potatoes

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Squablo

L1: Registered
Jul 29, 2017
31
4
-Made the center hallway from spawn to barn a room as well as the left hallway from barn to mid.

-Adjusted pickups

-Removed point-cover thing

-Made spawn room larger.

-Still no potatoes.

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Squablo

L1: Registered
Jul 29, 2017
31
4
-changed barn rooms to include more cover and (hopefully) more flanking opportunities

-made ramp to battlements less steep

-messed around with clipping

-Took away health from some rooms in barn, made health in side houses small instead of medium.

-textured central shacks and towers. I will probably end up regretting this decision as I likely will have to change them around every so often.

-there are still no potatoes

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Squablo

L1: Registered
Jul 29, 2017
31
4
-(hopefully) fixed some major sightline issues

-Edited chain link barrier, no longer pushes you off. Instead, all of it is blocked off vertically except for a section steep enough you can't stand on it.

-Tried to make it more clear what you can and can't jump over

-Took some cover away from the point

-Patched some intentional but ugly holes

-made hay ground into a displacement. Technically.

-made spectator cam have more FOV

-Redid cap of Blu tower because hammer decided it was invalid for some reason

-Didn't add potatoes.

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Squablo

L1: Registered
Jul 29, 2017
31
4
Probably not very soon. I'm waiting to do so until the map is relatively stable. Any detailing I've done so far is probably gonna be scrapped later on as things change around - I just got bored and decided to do a bit of detailing I'll probably get rid of.
 

Squablo

L1: Registered
Jul 29, 2017
31
4
-Reduced capture time significantly

-Expanded capture zone

-Opened up all the walls on the side tower

-Simplified side towers to put more attention to center

-Made boxes near point more ramp-like

-Redid wall/roof thickness in some areas

-Notably did not add potatoes

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Squablo

L1: Registered
Jul 29, 2017
31
4
-Added more health, changed positions
-Textured spawn rooms, gave minimal detail
-Textured (almost all) floors
-Replaced smaller non-crate ramps with stairs
-Textured geometry around crate piles
-Textured and minimally detailed area around point
-Actually added displacements like for reals this time
-Didn't add potatoes.

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YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
Ooh, late feedback!
I don't have much, but here goes:
Even though nucleus got away with this, you shouldn't! The machinery of the door is floating in the air!
koth_nucleus0000.jpg

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Noob question, how'd you do these displacements? I would guess you messed around with the smooth tool.
koth_russet_a13a0002.jpg

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Also, something is missing here...
koth_russet_a13a0001.jpg

OOH! I KNOW!
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(I spent way too much time on an overused joke.)
 

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