The damned bridge

KotH The damned bridge B1

fard_gaming

L1: Registered
Mar 31, 2021
6
0
-Added a new area between the bridge and the spawns
-The ramp to the point from the inside of the bridge is now symmetrical
-Removed the ramp witch was lead to to platform above the point
-Reworked the spawns and the insides of the spawn buildings
-New entrances hp packs and changes in the inside of the bridge
-Added clipping to the bridge structure
-Removed funny sniper spot
-New fence model
-Tried to block of op sniper sight lines 20210428110559_1.jpg

Read the rest of this update entry...
 

TheGhostThatWas

L1: Registered
May 19, 2014
29
18
looks cool. I get vibes from that one bridge map in l4d2 where the survivors have to cross the bridge. It looks like it will be challenging to add alternate routes and flanks, but I'd like to see this play on the next testing session!
 

fard_gaming

L1: Registered
Mar 31, 2021
6
0
-Added one more bridge diagonally.
-Tried to reduce clutter.
-Removed some brush or replaced with models.
-Widened the ramps wich are leading to the point from the inside of the bridge.
-Minor adjustments in the spawn area.
-Raised the floor a bit in the back of the spawn building to prevent scouts to jump in the building from the catwalk.
-Tried to block funny engineer spots.
-Added some details beyond the playable area.
-Tried to remove op sniper sightlines.20210503123713_1.jpg

Read the rest of this update entry...
 

fard_gaming

L1: Registered
Mar 31, 2021
6
0
-Larger Caputure zone
-Widend some rutes in the bridge
-Added a new stair to the point
-Optimalization
-Added textures
-Added details outside the playable area
-Added hdr lighting
-Added a wall front of the spawn buildings
-Small adjustment in the spawn rooms
-New rute to the catwalk
-Tried to reduce clutter.
-Added displacement to make the road longer

Read the rest of this update entry...
 

WhoWee!

L?: Creator of Ideas, Not Projects
Jan 12, 2018
84
35
Looks like a really cool idea! A few areas of the map are a bit too dark IMO (the blu side of the point in particular), but its an easy fix. I also found the building that connects the spawns to the point to be a bit confusing (drop downs that led to the same area as a stairway right next to it, having to make loops to get to an area, etc.), but if you want to keep the layout the way it is, I would just add a few more signs or smt similar.
I found the right stairway of blu's spawn exit to be not fully clipped at the end (it wasn't mirrored for some reason, as it is fixed on the red side).
20230130140145_1.jpg


Other than that it is a very unique map with the offsets of the spawns, and a very good start to mapping, having it be your first map. Can't wait to see what else you do with it!