Luftangriff

KotH Luftangriff B5a

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BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
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Luftangriff - The Frontline reaches this "peaceful" German town.

A Frontline/Rottenburg Themed map. After the control point is captured, sirens go off, and, well, if you translate "Luftangriff," you'll know what happens before anyone else- nevermind everyone's dead.

A koth map that more or less follows the Viaduct formula, but something special happens once a team caps. Designed for fast-paced action (like every koth map?) Luftangriff shouldn't be boring (that's the theory anyway).
 
Last edited:

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
Fun Fact: He told me this is a heavily edited version of AirRaid....
 

BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
849
Fun Fact: He told me this is a heavily edited version of AirRaid....
Nah, that's not exactly what I said. I said the original idea used AirRaid as the base, but just because I got the inspiration while editing it. Then I just copied the logic over to this completely new map. So I guess it was my effort to make AirRaid, well, more of a Luftangriff.
 

BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
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Primarily did some optimization. It's still not perfect, but it'll have to do. Also I dramatically increased the volume of the sirens.

*Changelog*
  • Some more Optimizations.
  • Warning Sirens are now much louder.
  • Added Siren sound to the props, so it's slightly louder the closer you are to one.
  • Tweaked the bridges and removed their pillars.
  • Added dirt patches where the bombs land in the side pits.
  • Removed "global shake" spawn flag for env_shake on the bombs.
  • Lighting fixes.
  • Centered the control point "H" better.
  • Fixed some upside-down textures.
  • Disabled shadows the arch props.

Read the rest of this update entry...
 

BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
849
A2 was never play tested, so there aren't any major gameplay changes. Therefore, the changes here are mainly things that I left out of A2 for time reasons.

*Changelog*

  • Explosions now destroy engineer buildings.
  • Capping the point grants the capping team a health pack drop (parachuted in).
  • Added gap on the upper platforms to remove op sentry spot.
  • Added Craters to where the bombs land.
  • Split "H" sign in half with a different color for each side (temporary?)
  • Added wall to left side of shop front to block sightlines from the new hole.
  • Adjusted bridge width (slightly more narrow).
  • Improved bridge arch to reduce sentry sightlines.
  • Adjusted the killzone boundraries.
  • Adjusted Displacements and their textures.
  • Slightly adjusted spectator cameras.
New Mid Pics (detailed-ish):

20161211215122_1.jpg 20161211215127_1.jpg

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Pocket

Half a Lambert is better than one.
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Nov 14, 2009
4,701
2,583
99E7058520611DDA8265684483F26CE826760B06


From this distance, the LOD model makes certain faces apparently disappear. I think this has come up somewhere before, and it's a stock prop so nothing you can really do about it, but I couldn't think of a better place to bring it up.
 

BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
849
Just a few more tweaks. If the next test goes well, it's off to beta.


*Changelog*
  • The KoTH timer pauses and the CP locks for 15 seconds when the CP is capped.
  • Adjusted the killzone boundaries again.
  • Opened up the upper rooms beside the point.
  • Slightly more cover on the point.
  • Lengthened the side bushes to reduce sightlines.
  • Lots of optimization (including occluders).
  • Detailed the craters on the lower routes.
  • Slightly louder sirens still.
  • Fixed the health drops breaking.
  • Improved soundscape.

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BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
849
Take cover because this update is incoming! Regardless, the planes now drop real bombs, so watch out!

Anyway, so now that I've actually changed the layout a bit for optimization, people's computers shouldn't explode, and if they do, then I can't help you anymore. Other than optimization, the other big change includes removing a flank route around the control point (there were too many flanks). I'll leave the rest for the changelog.

*Changelog*
  • Various changes for the sake of optimization.
    • Redesigned the doorways for the "pub" and the cobble arches.
    • Broke up sightlines as a result.
    • Changed the pub area as a result of said changes (might be more cramped now).
    • Removed the fountain and dumpster.
    • Optimized by using the skybox in more places.
    • Set a fade distance for many props.
  • Gameplay changes
    • Increased capture time to 18 seconds from 12.
    • Extended the capture zone to be flush with the bushes.
    • Closed off a flank route connecting the lower route to the upper building (probably temporary).
    • Blocked more sightlines.
    • Added a couple of signs.
    • Clipped the top of the window sills.
  • New Details
    • The planes now drop REAL bombs from the sky (Take Cover!).
    • Detailed the stairs in the side buildings (just the steps).


Updated Mid Pics:
20161216003410_1.jpg 20161216003414_1.jpg

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BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
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Overall, just needs more testing before Beta. Here are most of the changes brought from imp testing. The major change include making the bombs as obvious as ever.

*Changelog*
  • Added a message to the beginning of each round to alert the player about the air raid.
  • A message is now displayed when an air raid is incoming.
  • Floating, flashing, and highlighted arrows now show where the bombs will land.
  • Reduced the Capture time to 14 seconds from 18.
  • Removed railing inside pub for more mobility.
  • Adjusted some healthpacks.
  • Moved the sirens outside the pub closer to the wall.
  • Made the mid pub doorway bigger.
  • Fixed getting stuck in the barrels.

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BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
849
Primarily reworked mid, but also changed other stuffs. It's slightly less pretty but oh well.

*Changelog*
  • Reworked the control point with remade walls around it.
  • Hollowed out the market stand and added more for cover (slightly more detailed stands).
  • Added scaffolding to serve as an alternate way onto the point.
  • Replaced the walls under of the awning with better ones.
  • Moved and made the middle door into the pub area larger (with the barrel room).
  • Put up the bar stools for more space and marginal cover.
  • Added a dirt pile in the trench for marginal cover.
  • Clipped some corners so it's not as easy to get stuck.
  • Removed bush archway
  • Upgraded some healthpacks.

New Pics:
20161230034705_1.jpg 20161230034708_1.jpg

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BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
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I'm experimenting alot in this version because I've removed the main flank routes and changed alot about the side buildings.

*Changelog*

  • Removed the other entrance to side buildings.
  • Blocked the windows of the upper rooms.
  • The upper rooms now have a gaping hole in the floor.
  • Used a displacement to extend the primary ramp that leads onto the point
  • Replaced the bushes with stone wall props.
    • As a result, adjusted the killzone of the bombs.
  • The wood wall under the awning now covers that whole area.
    • As a result, adjusted the bridge slightly
  • Raised the ledge on the bridges
  • Added a fence/wall to one side of the bridges.
  • Removed the ramp and lowered the height of the scaffolding.
  • The health packs under the bridges are medium again.
  • Added slightly more light on the point.
  • Fixed a spelling mistake in the messages.

New Pics:
20170102181450_1.jpg 20170102181452_1.jpg

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Pocket

Half a Lambert is better than one.
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Nov 14, 2009
4,701
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I guess I'm just now realizing this from seeing the overhead shots, but I'm not a fan of the mixed white-and-yellow helipad sign. I get that you're going with a split-between-team-colors deal like in Nucleus, but neither white nor yellow are team colors. If you used just one or the other everywhere, it wouldn't look out of place at all.
 

BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
849
I guess I'm just now realizing this from seeing the overhead shots, but I'm not a fan of the mixed white-and-yellow helipad sign. I get that you're going with a split-between-team-colors deal like in Nucleus, but neither white nor yellow are team colors. If you used just one or the other everywhere, it wouldn't look out of place at all.

When I first made it like that I put "temporary?" to see how people reacted, and I wasn't going to change it back until someone noticed. I'll change it back in the next version
 

BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
849
An overhaul update. Go ahead and read all the changes:

-Changelog-

Overall:
  • Completely redesigned spawn areas and the connections
    • Shorter walk time to CP
  • The right side route is elevated and outdoors
  • The left side route is also elevated, but less significantly
  • Added more healthkits

Side Building:
  • Reopened the lower flank route
  • Changed the boarded up windows to glass in side buildings
  • Moved the side truck/sandbag to clip off useless space

Mid:
  • Removed some barrier props.
  • Added 2 Sightline Blockers 2000
  • The "H" is one color again.

Overhauled the Air Raid System:
  • "Random" spawn locations (within a given area)
  • Deal less damage/smaller radius (144 damage)
  • Many more bombs (~8)
  • Bombs spawn in a line that follows the planes (looks more realistic)
  • Less entities involved

Optimizations:
  • Set fade distances on the small bunker light props
  • Skybox brush optimizing

Pics:
20170217175426_1.jpg 20170217175428_1.jpg 20170217175537_1.jpg 20170217175550_1.jpg 20170217175719_1.jpg

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BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
849
No layout changes, but mainly small changes in preparation for beta. I'm fairly confident this will be the last alpha version, and any other changes will be put into the beta version. However, if a major change is required, I'll keep the map in alpha.

*Changelog*
  • Adjusted the spawn location of the bombs to be slightly higher up
  • Adjusted the timing of the red arrows.
  • Lowered the explosions' volume.
  • Slightly increase explosion radius.
  • Slightly lowered the sirens' volume.
  • Increased cap time to 32 seconds (from 28).
  • The planes arrive slighty sooner for a shorter air raid.
  • Increased respawn wave time to 7 seconds (from 6).
  • Made some light props nonsolid.
  • Added lights to some dark areas.
  • Clipped the props at mid.
  • Clipped off resupply sign.
  • Changed the mini wall on the bridges to a wood texture instead of wire.
    • Adjusted their length to work with new clipping.
  • More skybox brush optimizations
  • Added "building" to justisfy clipped off roof to left outside spawn.
  • Misc Changes:
    • Changed some medium healthkits to small.
    • Removed prop fade on a sign.
    • Raised the wall covering the health/ammo on left side.
    • Moved the parachute drops away from under the stairs.
    • Added second resupply cabinet to spawn.
    • Removed a nobuild I forgot to remove.

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BigfootBeto

Party Time 2.0!
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Jun 8, 2016
498
849
I've already began detailing spawn, so this is a relatively small update to fix the cramped area around mid. Also, most of the framerate issues have been temporarily resolved. Turns out, the frontline wall lamp is very resource heavy for what appears to be no reason at all. Read the changelog for other changes.

*Changelog*
  • Experimenting with an altered mid.
  • Removed the roofs off of the side buildings (engies won't be safe in there anymore).
  • Long pathway connecting mid to the buildings is wider.
  • Changed arched bridges to flat ones, they were dumb and didn't fit the style of Rottenburg.
  • Removed player clip block off one of the market stands.
  • If a team hasn't capped the point after 60 seconds, an air raid is called anyway (there are some issues).
  • Replaced all wall lamps at mid.
  • Added some walls for more cover.
  • Removed some small health packs.
  • Added some ammo packs.
New pics of mid:
20170307012235_1.jpg 20170307012237_1.jpg

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BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
849
Self explanatory update.

*Changelog*
  • Fixed Air Raid logic.
  • Added Announcer voice lines to better indicate air raids.
  • Added icons to the text that shows up.
  • Added full health/ammo to side buildings.
  • Adjusted volumes of things.
  • Animated the propellers of the bomber plane.
  • Fixed weird clipping.

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BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
498
849
*Progress Report*

Just confirming that I am, in fact, going to beta. As a result, here are some screenshots of the detailed areas so far. Any feedback is welcome since this is the first time I've ever detailed anything.

Three things to note are that 1) the map is waayy too dark outside, 2) the posters in the spawn room have been resized already, and 3) I compiled without static prop polys or whatever it's called, so there are super dark props.

20170317235027_1.jpg
Red's mid building/pub (facing mid)
20170317235216_1.jpg
Same building but facing Red's spawn
20170317235439_1.jpg
Inside coming from mid
20170317235453_1.jpg
View of the bar
20170317235517_1.jpg
Angled view
20170317235226_1.jpg
Red's spawn
20170317235319_1.jpg
Right spawn out of bounds area
20170317235331_1.jpg
Left spawn out of bounds area
20170227022726_1.jpg20170227022737_1.jpg
Spawnroom
20170227022812_1.jpg
Better view of lower area
20170227022824_1.jpg
Better view of table