bread

KotH bread a14

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
Pain - Edgy name, don't mind it

A1
another Egypt koth map, nothing to show really, so there're only 4 screenshots

Overview
VOlV4UJ.jpg


Middle area
mqWfJ7b.jpg


Right yard
ZU8SV2L.jpg


Left yard
FeyGUuF.jpg


The most basic spawn area ever
r813lh6.jpg
 
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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
A2
reduce sniper sightlines, low ground disadvantage on mid

The bridge will now serve as a ramp, provides some cover and some high ground;
Added 2 columns for more cover, also a staircase
fWczoOY.jpg


Choke points now a bit more open,
I also installed some kind of "anti-splash" where the rocket, pipe and sticky can have a chance to goes through the crack
FwoD6CU.jpg


The wall was cut down, create a balcony, more attacking options
2VvYEC5.jpg


BREAD!!!!!
mISsMdj.jpg
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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
A3

Some half big half small changes:

The "anti-splash" will now completely non-solid, every projectile weapons will fly through these fences.
WF5vc5V.jpg


Made these columns look abit better (also add a door)
od7xChT.jpg


Changed the steps from 8hu to 16hu, less repetitive
eDtfUYs.jpg


Increased this block' height from 64 to 80, prevent Heavy from hiding down here shooting everyone on the point, with just his head visible
T19TLlY.jpg


Added this block to make the area less empty
17LgH2h.jpg


Filled the low ground with water for no reason
Also made all the breads non-solid
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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
A4

Make the abutment looks more realistic
9gpKpSP.jpg

akfDGB8.jpg


Add these... things to block Sniper sightlines
WYrMI5G.jpg


Block the side areas of spawn so no one can hide there
JmD3Tve.jpg


Break down this wall, just making it easier to go left and right
JVQ0TLh.jpg


Increase the flank ceiling for rocket jumping (not much of a flank, but let's just call it that)
KXNJ3Re.jpg


Also fix this wall-hacking exploit
dFoFyJA.jpg


Last update, or not

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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
A5
I always call this area "flank", even though it was nothing like a flank: low ground, choky, and the enemy can see you mile away

Before
a9nig9o.jpg


So I changed it a bit, put a wall to block the view, and open an alternative path to the point

After
Iadk58E.jpg

AnIJ9jr.jpg


This "coffin" is now opened, so the enemy don't have much space to stand on, less comfy

mbXptzV.jpg


Updated the map 4 times without a single playtest since a1, hope it won't turn into shit

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massacre master

L2: Junior Member
Feb 2, 2018
88
20
upload_2018-3-18_18-11-10.png

you might need to fix this water, and why make it moving? that doesn't make any sense.
upload_2018-3-18_18-12-16.png

this blue spawn door doesn't have the no_entry sign.
lastly, this map neglects sniper because there are no sightlines and pyro because of the abundance of water. and think about the choke points.

Not trying to be critical just saying how your map could improve. :)
 

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
you might need to fix this water, and why make it moving? that doesn't make any sense.

this blue spawn door doesn't have the no_entry sign.
lastly, this map neglects sniper because there are no sightlines and pyro because of the abundance of water. and think about the choke points.

Not trying to be critical just saying how your map could improve. :)

seem like i forgot to pack it, but kinda weird because it's actually 2fort water, not custom one
also i can't do anything about the moving part though, that's Valve thing
and there're no-entry signs on both doors, but Source is retarded and it just refuses to show up

when playtesting, ppl actually complain alot about Sniper sightlines; and the water is very shallow, not enough to extinguish the fire, so instead of being an anti-Pyro, the water makes Pyroshark a thing on this map

thanks alot man =)
 

massacre master

L2: Junior Member
Feb 2, 2018
88
20
about the no entry signs, press alt p to check for problems.

have you thought about serious detailing yet?
 

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
about the no entry signs, press alt p to check for problems.

have you thought about serious detailing yet?

there're some trigger_multiple errors, seem like it, seriously i've never seen these one before wth

not yet though, my map layout still needs a ton of changes and playtest, it will take a long time before any detailing
 

massacre master

L2: Junior Member
Feb 2, 2018
88
20
oh ok. it seems like you're going with the egypt theme, which is early to decide a theme despite being in alpha. not that you should scrap it.:)
 

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
A6

It's not a Egyptian theme map without a Pyramid =)
The a5 version is just bad, long rollout time and too much low ground disadvantage with some sightlines problem
So i changed a bunch of thing:

Put a huge pyramid on the mid
Scale the whole capture area down from 128hu to 62hu (but the flank height is still the same)
kSz0DEi.jpg


Open another flank route
2syfWJc.jpg


Move the columns
Cut the bridge off abit
Stack up some big bricks for more cover
NWKByhC.jpg


Move spawns forward (the old spawnrooms were in the wall behind)
A3PpduD.jpg


Hope it works this time
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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
A7

I just found out that surfing is pretty useful on this map, like on the pyramid or the bridge, it allows you to move a bit faster from left to right
__________________________________________________

Some of the small changes i forgot to mention in the last note:
-Remove the coffin's cover
-You can stand on the billboards now ( it means nothing really )
-Move the health & ammo packs forward a bit
-Remove the flanking wall, so you don't have to jump over it
__________________________________________________

New layout overview (the black part is water)
6Cm59a4.jpg


Add these steps so you can't hide behind the wall anymore
kJkYUa7.jpg


Bit of detailing around the map
hkNjHX4.jpg


Lower down the "anti-splash" bottom even more, and change the texture to black so it looks like the water's coming from there (like a water draining system)
Increase the skybox height
More clipping
More signs

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massacre master

L2: Junior Member
Feb 2, 2018
88
20
upload_2018-3-20_19-58-27.png

this sightline is too good.
try adding another resupply cabinet(so that people have less chance of dying of afterburn.
upload_2018-3-20_20-0-29.png

this isn't bad either. maybe that pillar can be enlarged?
by the way is there any way to get up the point without using soldier, demo or scout?. The pyramids is a good idea, maybe make there be stairs or something

still, this is much improved. :)
 

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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
this sightline is too good.
try adding another resupply cabinet(so that people have less chance of dying of afterburn.

this isn't bad either. maybe that pillar can be enlarged?
by the way is there any way to get up the point without using soldier, demo or scout?. The pyramids is a good idea, maybe make there be stairs or something

still, this is much improved. :)

Hey the water texture has something to do with your config or custom files right?

That water path was actually made for sneaky Sniper to shoot ppl on the CP, but i didn't think the sightline is that much, maybe I'll just move the pillar abit to the right

And I don't want everyone to stand on top of the pyramid, it would be op, so only "jumpers" can get on there
 

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
A8
Made up some stuff so I can update the map to a8:

Make the capture zone bigger for player to move around while capping
Move the pillar a bit to block the Sniper's sightline
Add this sign to block even more sightline
q9tw2Mz.jpg


That's it

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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
A9
quick update so i can add it to the imp before the whole place cramped up with other' maps

Add displacement in these places, easier to walkup
ZnYPkbU.jpg

nUTBxSC.jpg


Move the pillar back to symmetrical position
Move the sign to the sneaky Sniper route, also make it brighter
Cut the pyramid top off a bit
Resize the main route layout
Fixed the streched out overlay
Move Spawn positions forward just a bit

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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
A10
The broken part of the bridge was meant to provides some cover, but it's kinda annoying because ppl keep getting stuck between it and the point, so I dropped it down
v1kSJwZ.jpg


Trimp the ledge of this step, so you don't have to jump everytime
qC2Umej.jpg


Open the flank choke, giving players more space
GvXXykJ.jpg


Add these wall on both sides, so water players can't jump on the highground but have to take the stair, also provide some cover
QFDmTbj.jpg


Rework this wall, make it easier to jump over and also letting ppl know that it's jump-able
s4JxAZT.jpg


Resize this spawn route, reduce the rollout time
FeVBvB4.jpg


Remove another unecessary, unused spawn route
Increase spawndoor opening speed
Remove unecessary, annoying detailing
_________________________________

Hope this update won't make the map less balance than a9

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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
A11
Somehow i forgot this one (sorry erk), lower down this platform, now player can jump on with ease
yxQYxag.jpg


While running around the map, i found out that the open choke also created new sightline problem, so i put sth here to block it
MQxdIug.jpg


Clipping the broken part of the bridge, so players don't get stuck
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