koth_nippy

KotH koth_nippy a5a

I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432
nippy - It's nippy outside

Decided to start a koth map in the off-time from when I'm waiting for feedback for pl_link. It's called koth_nippy because nippy is a Scottish word for cold. And I like it.

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I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432
A2

Overview of changes

  • Changed the pickups to less favour the defenders.
  • Small alterations to Mid.
Specific changes

Around Mid

  • Made the overhang accessible for attackers to use, it has a broken window which you can shoot out of. Added a small health to said overhang.
  • Added a wall to the supports of the overhang to block sniper sightlines and give attackers a bit more cover.
  • Removed the small health in the buildings that overhang over mid.
  • Changed the medium health and ammo to a small health and ammo in the railing room.
Lobby area
  • Lit up the room which has the exit from the slide in it. Should mean people take the small health from there more frequently.
  • Added a full health and a medium ammo to the room with the roof you can get on top of.
  • Changed the medium ammo to a large in the room with the slide.

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pk.pseudo

Certified Eldritch Horror
Jul 17, 2019
41
26
so far, even if this is still in alpha 2, the map plays like butter. During play-testing, the point was changing possession multiple times per round. The environments were fun to run around in and dm other players. And holding down the point was a fun task! all be it, quite difficult! I love the direction you're taking your map in. Keep it up! ;)
 

I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432
A3

Overview of changes

  • Changed the pickups a wee bit again.
  • Small alterations to the ramp room.

Map-wide changes
  • Added cubemaps.
Specific changes

Lobby area
  • Added a window into the room with the slide, so people looking in are more aware of a medium health and full ammo inside. And also to give people a better view of what DMs they are sliding into. (What's on the other side of the slide).
  • Removed the Full health and medium ammo in the building of which part of you could get on top of.
  • Added a medium health and ammo in the location of where ammo used to be in a1; outside the ramp room.
  • Fixed some of the patches not showing up underneath the pickups.

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I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432
A4

Overview of changes

  • Changed the pickups a wee bit again.
  • Small alterations to the layout to negate weird sightlines.
Specific changes

Around Mid

  • Added another light to the overhang room. To better let people see snipers.
  • Moved the small health inside the overhang room to near its entrance. To slightly weaken that sniping spot.
  • Fixed the windows in the overhang room not having a texture. It should now be obvious that you can't shoot out of the two inside windows.
  • Changed the structure around the point somewhat to negate weird sightlines.
  • Added security_fences to the 45-degree corner near the entrance to the ramp room. It's to stop people from hiding there as easily. I may remove these again later.
Lobby area
  • Fixed the window into the room with the slide not having a texture.
  • Changed the path below the room with the slide. The exit comes out around the slide now. Should make sniper sightlines a bit less punishing.

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I dinne ken

Has currently had enough
aa
Apr 16, 2016
324
432
A5A

Overview of changes

  • Opened up mid.
Specific changes

Around Mid

  • Added a light underneath the overhang room. To better light up the area before the point.
  • Removed most of the cover on the point, it's now a lot more open.
  • Added hazard stripes to mid.

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