bread

KotH bread a14

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
A12
I noticed that the bridge/ramp height make no sense, because it has 4 bricks (128hu) height, while the ledges it connected to only 2 bricks (64hu). So I have to lower it down, but since this bridge has a very strategic position in the map, so I have to be careful with it
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Detailing these column, turn them into pillars, also rise the roof up a bit
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Remove the wooden signs in the sneaky water path
Add a ladder with bulletblock brush to block the Sniper sightlines
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Increase the capture zone size to each side, giving players more space to move around while capping
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I thought with all these holes on the water drain/ sewer system, the Engineer wouldn't be able to build stuff on it, I was wrong.
Add nobuild on these areas
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Some clipping to make thing smoother when running around

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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
A13 - ooh the lucky number
Seem like the map still has problem with the "hard to recap" thing, hope it will be improved in this patch

Bring the broken part of the bridge pack up, and make it look more realistic
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Add an alternative path to the sneaky route
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Put some props at choke
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Make this balcony looks nicer
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Move the resupply lockers closer to the doors
Move the columns and stacked bricks to block some Sniper sightlines
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Compilepal seem good

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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
B1 - beta bois

I just found out that the Capturing time was 24 seconds (x1)
This could explain why it's so hard to retake the point
And it's been like this since A1, hot damn

Changes:
- Cap time reduced to normal: 12s (x1)
- Buildable balcony surfaces
- Remove the sign at the danger zone, make the ropes bigger and add bulletblock brushes
- Art-passing the spawnroom

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Gorgonzilla

L3: Member
Dec 1, 2016
133
41
Just an idea, but it might be nice to get someone to make a model for the cap point, rather than having a solid brush. This would just make the centerpiece of the map more memorable and may add a nice aesthetic.
 

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
Just an idea, but it might be nice to get someone to make a model for the cap point, rather than having a solid brush. This would just make the centerpiece of the map more memorable and may add a nice aesthetic.

like koth_bagel? that would be cool, but i'm suck at 3d model
maybe i would just edit the brush a bit, like the point on cp_gullywash mid
 
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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
Do you hate it when the Spy just keep sapping your teleporter at spawn, and you can't do anything about it

Well, fear not, koth_pain has a F-Spy built-in feature that let your build stuff in spawn

Anyway, how do i fix this?
 
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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
B3 - the fps drop update
Layout changes in beta phase!? Well, not really

Remove the third spawn route since no one uses it
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Block the old route with some details
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Art-pass the long yard (that's what i call this area)
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Because of the details, layout also changed, but just abit
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Move the small ammo pack from long yard to mid, now there're 4 small ammo packs around the point
Bulletblock the pyramid
No longer can build in spawn (not tested yet, just assume)

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In B4:
Open another route on the spawn area, to prevent spawn camping
Some clipping
Adjust the cap time, because I think long cap time is actually better than short one, but have to wait for the playtest
Art-pass the mid, and done
 
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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
B4 - experiment
My map unexpectedly got tested by the competitive 6s players (seriously, I mean I did post the map on teamfortresstv but didn't think that they will playtest it)

Here're the feedbacks
Its hard to see whats going on at mid due to the cap point and all the walls and stuff
Flanks seem too big
Theres too many entrances to mid

They're right, the map is very chaotic, TDM like with all the different entrances, flanks, covers which allow the players to unexpectedly jump out of nowhere on their enemy, which is kinda fun

But since I'm aiming this map for casual play, I have to take these with caution.
So I want to experiment with the bridge first, turn it from a ramp back to a normal bridge, since we already have a pyramid to block the Sniper's sightlines, even though you still be very exposed when walking on this bridge

pSL6CEw.jpg


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goem

L3: Member
Sep 15, 2016
104
83
Wait no! If you gt rid of the mid ramp Demoknights won't be able to launch themselves into space!
 

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
Wait no! If you gt rid of the mid ramp Demoknights won't be able to launch themselves into space!

you still can, but you have to stand right under the pyramid
also this change could be temporary, i'm waiting for the playtest
 

Mess About

L7: Fancy Member
Jan 16, 2017
404
178
B5 - tech update
No artpassing, more experimental changes

+Cap time reversed to 24s (from 12s):
After a mid fight, with longer cap time, your teammates can take advantage of the fast respawn time (4s) and then regroup with you on point, while the enemy team still busy respawning (8s)

+Remove the wall cover on this flank route, and make it chokier. Easier to control
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+Make the water flanks deadlier (easier to get shot)
+Raise the coffin's platform height, no coffin shield anymore
+Fix the pillars and broken roof
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Save the artpassing and optimization for later

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Mess About

L7: Fancy Member
Jan 16, 2017
404
178
B6 - no fun allowed
No screenshots this time, just some minor changes:

Continue to detailing mid (eventhough it looks very ugly)
Change the skybox for more pleasant lighting
Reverse the flank, more open now, also add some pillars for more cover
Reverse the captime back to 12s
Remove water to prevent jumpers take advantage (no fall damage, rocket jump super high), also because the water surface is kinda buggy

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goem

L3: Member
Sep 15, 2016
104
83
FYI you can also make the water a little deeper to get rid of the super rocket jump bug. The water is kind of one of the defining features of the map that sets it apart and makes it unique, rather than "just another Egypt map".