koth_spillway

KotH koth_spillway rc3a

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Mar 15, 2018
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koth_cliffside_wn - Compact KOTH map set in a power plant on a cliffside.

A compact king of the hill map with varied fighting spaces of tight corridors and larger, open arenas with vertical elements. Teams fight to wrestle control over a power plant built into a cliffside, with the ever-present threat of fatal gravity-induced blunt trauma to one side of the capture point.

Map name subject to change.
 

pont

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aa
Mar 15, 2018
345
522
- fixed small hole in brushwork around sewer grates
- changed window textures to security glass
- modified windows overlooking turbine room to hide brush doors clipping up through wall
- improved turbine room lighting significantly
- changed turbine room middle ammo pack to medium size (from small)
- changed control point tunnel ammo pack to medium size (from small)
- changed helipad (cliff platform) health kit to full size (from medium)
- added shallow water to team basements
- added nobuild zones to prevent engineers building inside spawn room doors
- lengthened staircase down to team basements slightly
- smoothed lighting on tunnels a bit
- fixed battlements fence collisions sticking out of the wall, which had created an unintended perch point above it
- added some signs (ie. "CONTROL POINT ->").

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pont

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aa
Mar 15, 2018
345
522
changelog:

- moved control point into turbine room
- expanded turbine room to facilitate control point
- decreased time to capture to 6 seconds (from 12 seconds)
- expanded doorway between turbine room and bridge
- opened up wall between turbine room and overhang
- added route from battlements to a new balcony overlooking turbine room
- raised an area of ceiling in the battlements to prevent cranial trauma to fast bostonians
- changed one of the spawn room exits to eliminate fall damage
- minor changes to spawn room window
- minor changes to ramp up to battlements
- minor optimisation with some slopes
- removed health and ammo packs nearby spawn points
- changed health pack in battlements to medium (from small)
- changed ammo pack atop turbines to small (from medium)
- changed health pack on cliff platform to medium (from full)
- added nobuild zones on doors leading into turbine room to prevent buildings being placed inside them
- minor clipping improvements in some places

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
changelog:

- lowered respawn times
aiming to make this map fast and fun.
- removed cover on turbine room balconies
had issues with snipers and engineers being very powerful here.
- adjusted battlements to make up for less balcony cover
- adjusted ramp up to battlements
- removed brush doors in turbine room
had issues with snipers peeking.
- added catwalk from second spawn door to battlements
- removed the lower segment of the basement stairs
was too easy a flank route - this path is now one-way unless you can blast jump.
- decreased amount of cover around control point
- removed small health and ammo packs beside control point
was too easy to hold the point.
- removed the small ammo pack on top of the turbines
- removed the medium ammo pack in the central tunnel
- added two small ammo packs outside
- disabled collision on turbine room spotlights
- fixed water not extending to far wall beneath stairs
- added more soundscapes

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
changelog:

- added resupply lockers by the far spawn doors
- adjusted nobuild zones by spawn doors
- added clipping to forklift
- raised capture time to 8 seconds (from 6 seconds)
we'll see how this affects gameplay - will revert if it's worse.
- added areaportals
- added 3d skybox

all feedback was considered carefully, even if it was not acted upon in the end - hence why the overhang and sewer tunnels remain unchanged from a4.

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pont

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aa
Mar 15, 2018
345
522
changelog:

- extended sewer stairs to also reach upper floor
- adjusted cover outside to offer more protection from snipers
- brightened walls in popular sniping spots to make snipers easier to see at a glance
- replaced mercenary park forklift with rexy's forklift
- blocked a sneaky spot beneath stairs in sewers
- teleporters can no longer be built underwater
water surfaces are opaque at extreme angles, making teleporters completely invisible even halfway across the room. can't find a workaround.
- sewer water now extinguishes players

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pont

huh? wuh?
aa
Mar 15, 2018
345
522

pont

huh? wuh?
aa
Mar 15, 2018
345
522
changelog:

- lowered capture time to 5s (was 6)
- reconnected outside overhang and added similar catwalk inside
blast class mobility caused massive class power imbalance. fuck it, let's see how this plays.
- gave the point some cover from mid
- reverted middle health kit to medium (was full)
i should stop listening when people tell me to make health kits bigger, that was terrible
- changed battlements health kits to small (were medium)
this should make it harder to spawncamp, as well as make higher ground a bit weaker in general.
- removed sewer stairs extension up to battlements

please stop asking me to put the sewer stairs back in how many 'no entry' signs do i have to put up

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Solid map, amazing skybox and an overall great idea for a map. Looking forward to seeing where this one goes.
 

pont

huh? wuh?
aa
Mar 15, 2018
345
522
changelog:

- unfucked balconies
- fixed visual artefacting in skybox water (hopefully)
PVS issue. switched skybox water to hydro_cheap, which should fix it because it doesn't use the water shader. ty tumbolisu!
- added route from sewers back up into team bases
now that the sewers and control point are no longer directly adjacent, a way back up into the team bases might not cause spawncamping as they did before.
- added window to exterior dropdown
- increased workplace safety around dam side
- adjusted capture zone volume to prevent players capturing the point whilst standing on the turbines
- improved sewer tunnels

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
changelog:

- removed cover from atop turbines
this was a holdover from when the control point was lower, and was in the way more than anything. this change should make the turbines more of an active part of gameplay rather than just an obstacle.
- added small ramp up to point sides next to turbines
- blocked a few longer sightlines

i also spent several hours trying to fix the funky rendering in the water at the bottom of the dam, to no avail. i hope you appreciate that

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
changelog:

- put sewer health kits back up to medium
turns out they're far enough away from the new small health kits that it's not a problem
- removed hydro barriers from control point and doubled size of side ramps
the control point felt cluttered. i worry that if the point isn't a safer place to hold because of this, teams will push into team bases. we'll see how this change goes.
- adjusted signage
- made back wall of sewer stairwells white
these two changes should make more players notice the lower route.

not as much feedback this time around. maybe the layout's getting closer to final?

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
changelog:
20190909164320_1.jpg
- added small health and medium ammo in ground floor routes to mid
this should let each team have more of a foothold on the ground floor by the point.
20190909164256_1.jpg

- removed shipping containers
- added ramp in team bases to connect raised lower area with upper area
20190909164315_1.jpg
- adjusted balcony access
- fixed massive sightline into team battlements from mid
oops
- fixed sightline from outside to mid balconies
- fixed railing misalignment

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