Plump

KotH Plump A6

The Smk

L3: Member
Oct 15, 2015
119
21
Plump - A Symetrical Koth Map

After i took a long mapping hiatus i am back and maybe will finaly create something that aint totaly shit so here it is, my first map after (i think) half a yaer. Sadly i lost all my old map files disallowing me to improve thos and so i tried starting with soemthing simple so i went for a typical koth map. I hope it wil lbe better then my previous maps and you guys have fun :)
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DrSquishy

we've all had better times to die
aa
Feb 10, 2017
1,300
974
The map feels a bit overscaled and there could be a few more health + ammo packs and one or two more flank routes given the size. The lights in the buildings have been used a bit too much - try upping the constant and linear values in the light settings if they aren't lighting the whole area as you'd like them to. One of the Blu spawn doors only opens for Red team players and the spawns are a little small - they could be camped quite easily with a few good players. That aside, there's a good amount of cover and not too many large sightlines. I'm looking forward to the next version!
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The Smk

L3: Member
Oct 15, 2015
119
21
The map feels a bit overscaled and there could be a few more health + ammo packs and one or two more flank routes given the size. The lights in the buildings have been used a bit too much - try upping the constant and linear values in the light settings if they aren't lighting the whole area as you'd like them to. One of the Blu spawn doors only opens for Red team players and the spawns are a little small - they could be camped quite easily with a few good players. That aside, there's a good amount of cover and not too many large sightlines. I'm looking forward to the next version!
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20180324162444_1.jpg
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20180324162108_1.jpg
20180324155735_1.jpg
Thx for the feedback i allways have a problem with making lights in room but i think those tips will help. The door i must have made a mistake while copying and the sightlines in the screenshots i will try fixing
 

The Smk

L3: Member
Oct 15, 2015
119
21
- Map generally made smaller
- Removed some Sightline Problems
- Made secound exit of spawn more interesting to players, giving them
an ability to deny spawncampers with ease
- Lowered most highground so it dosent feel like youre running up a
mountain

- Added a bit of geometry to areas without any content
- Changed light_enviroment to make the map seem less orange
- Reduced the number of lights and instead made them fill more space


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The Smk

L3: Member
Oct 15, 2015
119
21
-Reworked Mid
- Made Point Plattform smaller
- Added Cliffs to unused Gameplay Space giving Cover and allowing
Rocket Jumps of it
- Removed Cover on Point making it easier to recap
- Removed a bit of the Sniper Plattform
-Added small ammopack on both sides next to point
-Changed Path next to Mid
-Added Medium Health and Ammo Pack at the changed path
-Added Stairs onto the Route next to Mid
-Miscelaneous Changes
-Lowerd elevated area next to Spawn to allow crouch jumps up
-Changed the Position of the House in the yard area betwen Spawns and Point
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The Smk

L3: Member
Oct 15, 2015
119
21
-Reworked existing routes to make them more balanced
-Added a new Route that splits in the mid Way and opens up either as a flank or cover for the point
- Added Props to make the Gameplay in certain areas more interesting , buffing Scout and Soldier who didnt see any play on my Map before

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The Smk

L3: Member
Oct 15, 2015
119
21
-Changed the Highround Flank to allow easier acces
- Highround Flank now has a different entry while the old one got blocked off
- Moved the point to the Middle of the bridge instad of the Side
- Added more Cover on the Main Route
- Changed Courtyard too allow defense at more Positions
- Changed Low Ground Route to make it viable for Soldier, Scout and Demo

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