Goldwater

KotH Goldwater a13

Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Goldwater - A fast-paced King of The Hill map which does not really follow the viaduct formula.

A small, fast-paced king of the hill map.
 

Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
-Complete Layout Redesign
-Improved Optimization
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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
-Changed mid's house/"hut"
-Added more cover to mid
-Rotated spawns
-Changed locations of pickups around mid
-Decreased the amount of time it takes to cap the point, as well as the amount of time it takes before the point can be captured.
-Fixed some clipping issues pertaining to the area just outside of spawn
-Extended the func_respawnroom trigger to fit all of the spawn (lol)

[NOTE] There is no water in koth_goldwater_a3!

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
-Fixed spawn issues
-Added nobuild to certain areas
-Changed timings slightly
-Changed locations and sizes of pickups around the map

[NOTE] There is no water on king of the hill Goldwater alpha 4b.

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
-Worked on removing sightlines in and around mid
-Blocked off the bridge underneath mid
-Worked on improving optimization
-Added clipping to some corners
-Adjusted locations of ammo packs around mid

[NOTE] There is no water in koth_goldwater_a5!

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Goldwater
Alpha 6

-Optimized some more stuff
-Created a jump spot for people who head right(getting them to mid faster)
-Blocked a certain sightline, AKA a peek-shot.
-Moved location of a small ammopack near mid
-Added a window in said 'pointless room' to make it less 'pointless' giving pushing teams an important view of the central building.
-Changed the skybox and HDR lighting to be more of a flat, afternoon look. This way it doesn't overwhelm players and also gives more depth to existing lights on the map. (I promise it won't make it darker)

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Goldwater
Alpha 7
-Clipped off rock used as a perch point by snipers
-Cut down spawn courtyard in order to save a few seconds while walking to the point
-Extended the building on the right more towards the point to make mid feel smaller
-Moved doorways that were being abused by snipers
-Improved optimization
-Changed more world brushes into displacements to help with compile times and optimization
-Brought back the old, afternoon skybox from the last last version
-Extended the central building forward towards mid slightly in order to combat sightlines(and also to make mid feel smaller)
-Added stairs in place of a prop jump around the point, making it more viable to take the right route for cover
-Added a large rock as to take up more space around mid

[NOTE] There is no water in koth_goldwater_a7!


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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Goldwater
Alpha 8

-Added a new flank route from the pointless room/"hut"; this will hopefully help fix problems of teams having trouble recapturing the point once they've lost it.
-Adjusted fog levels
-Added more pickups into the new flank route
-Fixed some HDR issues
-Fixed some bot issues
-Added nobuild to a certain rock
-Fixed lighting issue in blu spawn
-Optimized a few more areas

[NOTE] There is no water in Goldwater alpha 8!
[NOTE2/Plans for alpha 9] I'm shooting for alpha 9 - 11 to be some of the last alphas before beta. The only things I think I need to work on is cutting down some courtyard area, (which I have and it helped), adding a bit more cover around the point and playing around with fog a bit. (Maybe adjusting some pickups? That's what this version is for) Anyhow, I believe that the map is nearing completion, at least for the gameplay portion of it.

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Goldwater
Alpha 9
Minor Changes:
-Adjusted the angles of some rock props
-Fixed bug with pickups by red
-Fixed small displacement error
-Changed the flank route door, now only the losing team can use their door, and the team currently owning the point gets theirs locked.

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Goldwater
Alpha 6
Art pass has 'begun' it's just some basic detail as of now, but will hopefully progress well enough to bring the map to beta.

Gameplay:
-Changed some scaling issues around red courtyard
-Added some more optimization around the point
-Changed locations slightly for some stairs
-Added more cover around the point, blocking a bad sightline
-Adjusted location of some pickups

Detailing:
-Made out of bounds areas fully-fledged out
-Working on areas above some walled-off areas
-Shaped geometry around the map overall

The goal of detailing(aside from making the map look nice) is to create an amazing atmosphere to shoot each other in. A lot of desert maps can be boring, and this one doesn't really stand out that much. But I don't intend for it to, either. Maybe gameplay-wise, but stylistically there is something I do want this map to have. I want each side to feel completely different from the other. Whereas on some symmetrical maps you just have the other base textured differently, I want to create geometry that is almost completely different from the other side. Even though the layout and playability of areas are identical, completely styling buildings and geometry differently makes the map feel more distinctive and dissimilar.

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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Goldwater
Alpha 12
-Fixed issue with fog making certain areas randomly disappear
-Fixed visibility issue around Red spawn
-Detailed Red further
-Optimized a few buildings that weren't optimized before
-Made fade distance on props more accurate
-Detail added in a lot of spaces overall


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Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Goldwater
Alpha 13!

-Detailed areas around RED spawn
-Fixed displacement issues around BLU/mid
-Fixed slight optimization issues around RED flank
-Fixed fog(again)
-Detailed BLU courtyard a bit
-Added more lighting in both RED spawn and BLU spawn

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