Supply Depot

KotH Supply Depot A7

SimmyPoo

L1: Registered
Jul 29, 2017
21
1
Warehouse - Teams fight for vital supplies to help in future skirmishes against the enemy team.

THIS IS MY FIRST UPLOADED MAP

This warehouse has vital supplies that will help the team that can hold the point for long enough in future fights against the enemy team.

Currently finishing up the layout, as well as adding smaller details like texturing, decals/overlays, and prop placement.
I'd estimate about 80-85% completion.

FINISHED
  • Building for Point
  • Spawn Locations/Rooms
  • Layout around Point
  • Layout Texturing
  • Spawn Rooms Texturing
  • Small Sniper Area
  • Access (for all classes) to Main Roof

TO DO (In Order of Importance)
  • Left Spawn Exit
  • Prop/Decal Placements
 

SimmyPoo

L1: Registered
Jul 29, 2017
21
1
Had map issues, but managed to fix them.

+ Changed the stairs to be metal grate ramps, added another ramp to small sniper walkway against a wall.

+ Wanted to add patches below ammo and health spawns, but they were "touching too many faces" which I didn't know how to fix

+ Small dirt pile in corner near containers.

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red3pit

High on melancholy
aa
Dec 3, 2016
262
309
Warehouse is probably the most overused map name ever. I'd change it, if I were you.
 

FishyUberMuffin

War Paints Everywhere
Apr 26, 2015
954
186
How did you get those doors? I could only make the ones that is one brush that doesn't have the thing on top of the doors.
 

SimmyPoo

L1: Registered
Jul 29, 2017
21
1
How did you get those doors? I could only make the ones that is one brush that doesn't have the thing on top of the doors.
If you're talking about the spawn doors, then it's a lot more complex than brush doors. You have to make a prop_dynamic, and have a thin brush textured with nodraw on/in the door of the model. Then you make that brush the func_door, and you have to do SetAnimation outputs for the trigger boxes onto the prop_dynamic.
 

SimmyPoo

L1: Registered
Jul 29, 2017
21
1
The map is now named "Supply Depot" and has a new, small (inaccessible to player) office building/room in the area exiting the right spawn door. This creates an area so snipers can't camp the door fully.

Added props to the rooms, and added a way to get on the roof of the rooms.

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SimmyPoo

L1: Registered
Jul 29, 2017
21
1
There's now a brand new doorway to shorten the time it takes to get to the area with the shipping containers, as well as the upper area of the point building.

Added rails to sniper walkway, projectiles can go through, but has clip brush around it.

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SimmyPoo

L1: Registered
Jul 29, 2017
21
1
I realized just how much is needed for a map to be finished. So I'm reverting it back to alpha! I got a lot of feedback from it's first test ever, so I've made a couple of changes based on that.

First, the "biggest" change, I widened the ramps leading up to the area above the point, which in turn, made the room the point is in smaller (Unfortunately, I'd have to widen the whole map to keep it the same size, and I'm not comfortable with my abilities (yet) to be able to do that yet).

The minor changes are as follows:

I adjusted the clipping and placements of the forklifts near the right spawn exits, as well as added nobullet brushes to the forklifts since the collision model for the forklift is kind of awkward to run up the back of it, so you can walk through the top part of it (for now)

Made basketball hoops non-solid. (How did I miss that?)

Added chicken wire texture below the ramps to sniper walkway where before it was just clip brushes.

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SimmyPoo

L1: Registered
Jul 29, 2017
21
1
I've been stuck on the idea of a warehouse map for a while. I've already started from scratch once, and I'm not sure if I want to do it again. But I'm just stuck on what I want to do with this map and/or the idea. So for now, I'm going to move on to new ideas.

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