KotH alleycap b1

koth_alleycap

  1. pulkzerstorer

    pulkzerstorer L1: Registered

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    alleycap - koth_alleycap

    This is my first attempt to create a map.
    I went with the urban theme and the simplest game mode, any suggestions welcome.
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    Last edited: Sep 5, 2016
  2. pulkzerstorer

    pulkzerstorer L1: Registered

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  3. pulkzerstorer

    pulkzerstorer L1: Registered

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    A3 notes:
    - Control point is now static (the moving entities probably caused a server crash)
    - Removed death pit
    - Added new areas to the side of the map
    - CP platform cables are no longer solid
    - Doors to the right of spawn are now wider and two-way
    - Removed most env_sprites from lights
    - Added 2 more small healthkits
    - Added Cubemaps
    - Burning oil drums no longer hurt

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    Last edited: Sep 4, 2016
  4. pulkzerstorer

    pulkzerstorer L1: Registered

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    A4 notes:
    - Sewer ramps are now wider
    - Worked more on the side areas
    - Added a one-way flank route at the top side area, accessible only to jump classes
    - Hole under the Control Point is now circular and smaller
    - Hole under the Control Point now has a gate that closes each time a team hold the point for 30 seconds and opens on each point capture

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    Last edited: Sep 5, 2016
  5. Anguish

    Anguish L2: Junior Member

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    It looks pretty good, but where are you getting your feedback from? And it's usually never a good idea to texture a map in alpha unless it's an ultiduo or something. But seriously, the point area does look alright. I might have a run around on this.
     
  6. pulkzerstorer

    pulkzerstorer L1: Registered

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    A5 Notes:
    -Lowered point to the ground
    -Catwalks by the middle area are now smaller and have less hand rails
    -Added a small plataform on top of the point
    -Changed healtkits on the higher area to be small ones
    -Changed first set of stair on the right side
    -Clipped the "crate" climb on the left side to make it a smooth climb
    -Left corridor is now less cramped and has a door to block sentry sight
    -Elevator doors are now two-way
    -Elevator area is now acessible to any class
    -Made some routes more noticeable with lightning / signs
    -Fixed a spot where players could get stuck

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  7. pulkzerstorer

    pulkzerstorer L1: Registered

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    Stuff i changed:
    -Lower side areas now connect to the CP via a tunnel
    -Higher side areas now have a doorway to the CP
    -Changed the courtyard area a bit
    -Added another small medpack and ammopack
    -Lightning is now less boring
    -Ropes!
    -(most) issues i got from feedback were adressed

    Custom stuff i added:
    -Coffee machine and bonk machine models made by boomsta
    -Some textures from the Frontline project

    Overall i hope more areas of the map will see combat and that mid will feel less cramped.

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    Read the rest of this update entry...
     
    Last edited: Sep 26, 2016