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KotH Redirect a9

.nmint

L1: Registered
May 28, 2017
25
9
[*] Mid is now more covered
[*] Slightly reworked layout
[*] Health and ammo patches
[*] Added new path to balcony
[*] _a3 point is back
[*] Removed "second spawn" even tho you are not supposed to spawn there
[*] Raised ceiling in HUGE SIGHTLINE
[*] Changed right area from spawn

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.nmint

L1: Registered
May 28, 2017
25
9
koth_redirect_a6
[*]
Closed doorway and window so people won't funnel straight to the enemy spawn
[*] Fixed glass doors
[*] Fixed missing container at the red
[*] Fixed shadow issues
[*] Expanded Control Point
[*] Expanded Respawn Room, Added 2 more doors for less spawncamping (probably)
[*] Changed "Sniper balcony" so it's faster to get to mid
[*] Changed left route by moving a room with a thing

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.nmint

L1: Registered
May 28, 2017
25
9
koth_redirect_a7

Spawn:
[*] Moved players a bit further from doors
[*] Deleted 2 additional doors
[*] Spawn is more compact now

Right side/Rollout:

[*] Shrunk garage
[*] Changed layout
[*] Small healthpack added
[*] Added stack of conatiners instead of just one

Left side:
[*] Changed layout from cp_junction corridors to a bit more open space
[*] Changed stairs in connector
[*] Widen connector
[*] Fixed panel bump clip in connector

Control Point:
[*] Added details to the CP
[*] Added bridge at the top of the point
[*] Added 2 more entrances to the CP
[*] Added more cover
[*] Added 2 small healthpacks

Misc:
[*] More optimization
[*] Added 2 observer points on CP

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Wyvern

Certified TF2 Cartographer
Feb 16, 2018
105
152
Looks interesting! I think the thing that stands out the most is the bridges around the cp. From my experience making KotH maps(which is limited, but take my word for it) height variation surrounding the point never works. Engineers are evil creatures that will take any chance to build on high ground; having high ground over a capture point will almost definitely cause camping. Maybe find another way to distribute that height variation. Other than that, the map might just be a tad overscaled, but it’s nothing too drastic. Keep working, morty, I like this one!
 

.nmint

L1: Registered
May 28, 2017
25
9
Thanks for the feedback, Wyvern. I really appreciate it. As to engineers building above the cp: The whole area above the cp has a nobuild. It may be illogical, but kinda solves the problem, except demos and soldiers are still a thing. Yeah, the cp looks heavily spammable.
 

.nmint

L1: Registered
May 28, 2017
25
9
koth_redirect_a8
Left Side:
[*] Fixed nodraw roof
[*] Changed concrete floor to grass
Right Side:
[*] Changed full ammopack to medium
[*] Deleted containers
Lobby:
[*] Ceilings are now higher
Second floor:
[*] Changed props blocking the way to a wall
Misc:
[*] Fixed two broken clips on garage(Right side) and red building(Mid)
[*] Fixed some leaks
[*] Changed lighting to be brighter
[*] Minor Control Point changes
Gameplay:
[*] Capture time is now 16 instead of 20 (x1) / 10.(6) (x2)
[*] Added a path from Right side to Lobby

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.nmint

L1: Registered
May 28, 2017
25
9
I've lost the changelog so here's a quick one:

-Reworked mid (changed capture point, closed one doorway to mid, added a way to get on top of mid)
-Moved and changed some of the ammopacks and healthpacks
-Fixed some details that weren't mirrored properly


see ya next year i guess : )

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