Sierra

KotH Sierra B3

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
I doubt anyone really cares as to the history of this map but If you look at it, you might wonder why it's mostly at 45 degrees with no real reason to be so. It's mostly because of the maps origins as a 5cp map, starting life as the connector you can see using a shutter door.

That connected to an overall larger and more fleshed out second point which evolved over several versions. I'm still interested in making this a 5cp map, but I will want to flex my mapping muscles some more before doing so.
The map went through many versions and cycles, ending in around 41 iterations. 26 as a King of the Hill map and 15 as a Capture Point map.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
- Added passageway to the side of the point
- Pesky spools have moved!
- Respawn waves have been increased by 3 seconds
- Added some more walls near point
- Added health packs near point
- Removed ammo on top of IT
- Moved ramps to the opposite side of the point
- Removed custom content (for now)

I really have to do something about the leftmost entrance, it's really wonky at the moment.

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Lain

lobotomy success story
aa
Jan 8, 2015
724
757
- Way too many changes to list to completion
- Left path to the side of the point has been blocked off, and a Health and Ammo pack added in it's place.
- Added more cover to the point and edited existing cover.
- Optimized a bit, FPS should be much more stable.
- @Uncuepa reworked the spawn.
- @Uncuepa reworked right entrance from spawn and connectors between chokes.

Read the rest of this update entry...
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
- Added, removed and generally rebalanced pickups
- Redesigned left spawn courtyard
- New left flank for pushing connector
- Widened point
- Rebalanced respawn timer for defenders
- Fixed an issue where pesky engineers could escape the map

I have no idea how to add screenshots anymore so here are some;

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Lain

lobotomy success story
aa
Jan 8, 2015
724
757
Anyone have thoughts on the scale of the map? I'm pretty happy with the gameplay but I wanna tighten it up before I start Arting things up. I guess it just feels a bit spread out in some areas and others feel really boxed-in. Maybe that's because its not detailed and my vertical space is a little generous but i'm constantly under the impression its badly scaled in some areas.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
- Cursory artpass.
- Extreme overhauls of almost every connector.
- Height differences between point and houses has been upped by 96 units.
- Completely overhauled Spawn Rooms.
- Removed cover on the point
- Removed the wide valley entrance into mid.

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red3pit

High on melancholy
aa
Dec 3, 2016
262
309
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You can get caught on this edge.
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Not clipping, but you miss one step here.
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This wall and the building on the left aren't clipped at all.
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Can get stuck here.
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If you walk close to the wall, you get stuck in this place.
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You can walk on these beams, not sure if intended.
That's all I could find, plus I haven't seen any game logic problems.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
757
- Tightened up point, reduced capture area.
- Reduced overal scale, about 10% globally.
- Lowered capture trigger height
- Edited a common sniper position to be less effective, but still viable.
- Made stairs beside points smaller, to alleviate scale around the below point area.
- Fixed door triggers for Blue side.
- Lowered overall healthpack amount slightly, but improved the location of them to better be used in the main line of combat.
- Edited textures/models on either side to make it easier to tell which side you where looking at.

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