KotH blockbuster b6

A King of The Hill Map Created For Highlander

  1. harris0n

    harris0n L1: Registered

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    formal - A King of The Hill Map Created For Highlander

    A koth map made with help from australian highlander players. Inspired heavily by product, warmtic, ashville and cascade (all maps commonly played within the aus scene).
     
  2. harris0n

    harris0n L1: Registered

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    Thanks core for all the help so far!!!

    -Deepend unders and added a window to the pillar
    -Added a cubby to the tower near secret
    -Cut some of the cliff wall off to allow for defenders to kill anyone rushing easier
    -Slanted the cliff wall to make pocket less viable
    -Removed the small hp packs in pocket
    -Extended the distance between the middle connector and house
    -Added areaportals
    -Added a roof to mid to prevent players from bombing across the point

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  3. harris0n

    harris0n L1: Registered

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    -Raised middle roof to allow soldier bombs
    -Added small ammo pack behind house
    -Raised spawn connector walls
    -Added a small skewed fence to mid to close off a siteline
    -replaced the prop fences with brush ones near cliff
    -capy smells

    ty capy and jabjab for the feedback

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  4. harris0n

    harris0n L1: Registered

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    Mid
    Replaced the cutout walls with wider ramp barriers
    Narrowed dropdown
    Moved the mini-ammo packs to on top of the ramps
    Replaced and adjusted the rocks at mid with Fubar's rocks
    Removed the ability to build on the rocks

    Cliff
    Removed the cutout on "japan"
    moved the health and ammo to behind the pilar/cubby
    replaced the old health and ammo on cliff with a small ammo pack
    Added a thin route above the new packs

    House
    Added a small ammo pack inside house

    Slope
    n/a

    Unders
    -Widened and shortened the unders ramp
    -Added more lights to unders

    Spawn
    Removed the ability to actually get on top of the spawn building (whoops :p )

    Big shoutout to:
    Bigweld, Gus, Hsuh, Magnet, Von, Sperkle, Lunosity, Sexy Turtle, Capy, Wohxye, Emma, Max, SomePsychoKid, Bakes, JabJab, BananaWillRule and Andyroo for being the first bodies on the map and helping shape it up!

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  5. harris0n

    harris0n L1: Registered

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    General:
    Fixed all incosistencies between sides by deleting one and mirroring the other correctly
    Fixed Red's spawn connectors being missaligned and the poor brushwork
    Adjusted lighting
    Replaced the sand displacements with dirt ones
    Fixed all the wooden patches below the packs on displacements so the sides are no longer pitch black
    capy no longer smells

    Mid:
    Moved the mini-ammo packs to infront of drop down
    changed the bridge above to be a solid brush to prevent confusion about accessability
    Moved the ramps towards the midpoint more

    Cliff:
    Readjusted the ramp leading to the top to allow for the walkway to be raised
    Completely remade cubby so it is aligned with the grid
    Moved the mini-hp kit into cubby and added a mini-ammo pack
    Deatiled the guard on lower cliff and the catwalk so you can see through to the points (still acts the same)

    House + Walkways:
    n/a

    Unders:
    Brightened further

    Spawn:
    Added a roof to the left rollout to prevent demos from reaching the other teams side in a single jump

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  6. harris0n

    harris0n L1: Registered

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  7. harris0n

    harris0n L1: Registered

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  8. harris0n

    harris0n L1: Registered

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    FIRST BETA RELEASE

    Thanks again to all the playtesters and feedback!
    After the games we've played on the map and feedback I have gotten, I think most people agree the map is at a state where big tweaks are no longer needed and I can start to focus on the art direction.

    I have decided to rename the map to suit the final theme I hope to go with; movie studio

    changes between a5a and b1:

    GENERAL:
    Started detailing
    Fixed some clipping and added a skybox wall above the spawn connectors to prevent spamn into spawn and to help fps

    MID:
    Removed dropdown
    Adjusted the fences to help with sightlines

    CLIFF:
    n/a

    HOUSE + WALKWAYS:
    Adjusted doorways so you no longer get stuck in corners
    Added a small wooden plank to china to make sniping a little more linear

    UNDERS:
    Removed the window in the pillar

    SPAWN:
    Made the ground flat
    Doors now open vertically instead of split horizontally
    Raised the spawn roof to make demo rollouts easier
    Added a small alcove to the left path for sneaky plays
    Removed the alcove behind the left side of spawn (the right one still remains)

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  9. harris0n

    harris0n L1: Registered

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    GENERAL:
    Reworked lighting, the map is now lit like an early morning with a light mist

    VISUAL:
    Reworked the insides of the houses on mid
    Changed the overhang on mid
    Replaced all the dev textures with more muted colours to make players stand out better on both sides

    MID:
    Added a hole back where dropdown used to be allowing for another angle to attack mid
    Reworked the cover at mid to be less flimsy

    CLIFF:
    Pushed back the dropoff
    Lowered the outer walls to make it a little more challenging for soldiers to bomb the point
    Lowered the tower to make it a little more challenging for soldiers to bomb the point

    HOUSE + WALKWAYS:
    Reworked the design under the staircase to make fighting in house more fair
    Pushed the wall at the end of balcony in a bit so you can see mid sooner
    Added a viewport below the wall on balcony (you cannot shoot through this)

    UNDERS:
    n/a

    SPAWN:
    n/a

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  10. harris0n

    harris0n L1: Registered

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  11. harris0n

    harris0n L1: Registered

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    I hoped to get a b3 out, but people were asking for changes so I decided to push out a smaller update to help tide people over

    GENERAL:
    • Changed lighting back to daytime, the previous lighting was too dark in some areas

    DETAILING:
    • Unders has been reworked to look like a miniature set
    • Spawn has gotten a bit of a facelift with a new sky mural and movie/tv show ads (based on my highlander teammates)
    • Relocated the thank you note to be outside the play area (and updated with some more lovely people)
    GAMEPLAY:

    • Raised the middle of the map up to prevent sniping across the point from the low ground
    • Lowered the fences on mid to help sniping in china
    • Replaced the middle fence on mid with a brush to prevent players being visible on the other side
    • Replaced the pilar in unders with two half pilar on either side (this is an extreme change and one I'm willing to undo if people find to be a downgrade so feedback here is appreciated)
    • Adjusted lighting in unders
    • Adjusted clipping on the awnings on both houses to allow players to stand on them
    • Reworked the middle spawn connector to make combat in them less awkward and give flanking players better opportunities to hide
    • Added windows to the upper cliff wall so players can be spotted

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  12. harris0n

    harris0n L1: Registered

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    GENERAL
    • Started nodraw-ing the outside of the map and working on general optimisation
    • fixed some clipping at spawn
    DETAILING
    • Magnetised and Stunk the map up
    • Gave Doc a home
    GAMEPLAY
    • Sloped the cutaway on mid so jumping across the highground as soldier is easier
    • Added a new dropdown into unders on the rightside (this is an extreme change and one I'm willing to undo if people find to be a downgrade so feedback here is appreciated).
    • Connected Balcony/China to cliff via the cubby to warrant using cliff more
    • Removed the small health pack in cubby
    • Shrunk the spawn courtyard to speedup rollout times
    • Mirrored the windows on the front of either house so jumping should be equal
    My goal is to be doing final gameplay tests between b3 and b6. Hopefully after that I can focus more on detailing and finally get rid of all dev textures

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  13. harris0n

    harris0n L1: Registered

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    GENERAL
    • We're back in action; decided to finally push b4 out the gates
    DETAILING
    • Added a few new posters
    GAMEPLAY
    • Completely reworked the catwalk making it now run through the house instead of around it
    • Reworked the inside of house to accompany the new catwalk
    • Removed dropdown that led to unders
    • Made the cliffs at mid flat instead of slanted
    • Made it easier to navigate your way onto the mid cliffs

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  14. harris0n

    harris0n L1: Registered

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    GENERAL
    • adjusted some clipping and block bullets
    GAMEPLAY
    • added more cover leading to mid
    • flipped the wall near the pack under catwalk
    • added a rock leading to point to add cover
    • raised the wooden walls at mid
    • made the house windows flush

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  15. harris0n

    harris0n L1: Registered

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    General
    • Wow, lots of feedback since b4!
    • Thanks again to raze, omni, core and everyone in au hl mercs discord for helping shape the map!
    Detailing
    • Fixed a few incosistencies
    GAMEPLAY
    • edited the main route from spawn to remove a cheeky sightline
    • added a shelf in house for spies to hide on (im aware its incosistent on either side, I kinda got everything pushed before I realised; this will be fixed in b4c)
    • removed most of the walls on cliff and added a pole + barrels to make it so you cannot hide in the very corner
    • Lowered the first wall on cliff to allow for better movement with all classes (spy specifically) (this may cause bad sniper sightlines but I wanted to try it out before ruling it out completely)
    • Created an alcove on either side of the point and moved the ammo pack into them. The alcoves also have grates that let players see into unders with a hindered view

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  16. harris0n

    harris0n L1: Registered

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    GENERAL
    • Fixed clipping
    • Started detailing spawns
    • Adjusted a lot of pre-existing details to accommodate for new details
    DETAILING
    • Spawn and spawn connectors have been completely redone
    • Blue and Red's themes have been redone with Blue now being the moon and Red being a western
    GAMEPLAY
    • Reworked the overhang on the left rollout to make demo rollouts a little easier
    • Adjusted a lot of fences around spawn
    • Raised right connector
    • Added a small wall on the right battlements to prevent spam into spawn and make the sniper spot less strong
    • Pushed the mid fence forward and adjusted the pocket side to prevent a nasty cross-point sniper angle
    • Removed the clipping above the right battlements broken tower

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  17. harris0n

    harris0n L1: Registered

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    Positive Ratings:
    5
    GENERAL
    • Few clipping fixes
    • Z fighting fixes
    • Fixed some overlays not showing on some brushes

    PROBLEMS IM AWARE OF
    • the murals at spawn are broken
    • i packed my hud into the map

    GAMEPLAY
    • Converted the walls at mid to brushes to be more consistent and make players more aware of where they can and cannot climb
    • Changed the walls around the dumpster to prevent players from hiding so easily
    • Replaced the rocket/watertower walls with a dumptruck to prevent the same sightlines but make movement more fun
    • Decreased the depth of the cutouts in mid so a player can no longer fully hide in them
    DETAILING
    • Detailed the corner near the dumpster
    • Added railing above the houses to demonstrate that you cannot reach those areas

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  18. harris0n

    harris0n L1: Registered

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    • Added a 3d skybox. Its not complete but I wanted to push one out so the map looked less poo
    • Deatiled the ramps leading into unders
    • Detailed the walls around spawn
    I am aware the skybox is slightly unaligned, I'll fix this in the next version, I just wanted to push this out as I have spent the last 2 days headscratching this :)

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  19. harris0n

    harris0n L1: Registered

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    Small update, just wanted to fix a few things I had missed in b5

    • aligned the skybox correctly
    • further decorated the skybox
    • clipped the railing in unders
    • extended the building outside of the left spawn exit to help with performace
    • added area portals to the left and middle connectors
    Next update will finish the skybox and add anything suggested to me from playtests over the weekend

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  20. harris0n

    harris0n L1: Registered

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    NO MORE DEV TEXTURES
    still some floating nodraws here and there, but they'll be all gone by b6 which I aim to have released by next friday

    • removed all dev textures
    • removed the mesh fence near under's entrace
    • tweaked the cover and batts around the left side of house to make the area feel more 3D and provide more decloak spots for spy
    • reworked the cover where the truck used to be
    • reworked the cover outside the spawn
    • clipped off the lamp in pocket
    After receiving feedback from Techie, Bird and a few other notable players I'll be aiming to raise the area between house and the midpoint as well as bring cliff in closer to make both areas feel a lot less flat and useless respectively

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