2s_Pluper - Two point Koth map IMPORTANT NOTE : Because of personnal reasons, i decided to do my 72h Jame earlier, this means instead of participating from August 2nd, 2019 at 6 PM GMT to August 5th, 2019, 6 PM GMT i participate from the 23rd of july at 6am GMT to the 26th 6am GMT. After my personnal deadline (26th 6am GMT) i won't be updating until the showcase is made public. This map is a koth/cp hybrid using saph's 2S Gamemode logic. This map is small to "compensate" for the gamemode. There is not a lot of routes to cycle through, forcing the player to get near enemy spawn, ricking a potential death. This map might be tested if possible, and might be getting bigger (i'm not fine with it being small, i won't change until i get people screaming about it)
-Added countyards from spawn to B and from A to B -Changed the gamemode from 2S to 2koth This means the points are faster to cap and time ticks when both points are capped -Lowered A -Added a pack under A Read the rest of this update entry...
-Added an explanation "board" in spawn -Added a useless "map made by" overlay in spawns -Made the lower entry to A higher to allow attacker to have less of an advantage thus theoretically improving the flow of the point between teams -B is unchanged as it seems to flow between teams. -Removed a weird ammo pack and some wooden platforms leading to it, it was cluter and the pack was rarely usefull. Read the rest of this update entry...
From small biscuit's 2Koth prefab to saph's 2S prefab, because people are whining yet again about the gamemode. Yes, 2S was used at the start, i made one simple change from the original : points don't take an eternity to cap. Read the rest of this update entry...
The control point being the highground has always been one of my favorite dynamics in koth maps. Nice work!