KotH Center A4

Prototype KOTH map

  1. It's me sized!

    It's me sized! L1: Registered

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    Center - Prototype KOTH map

    Prototype KOTH map.
     
  2. RataDeOrdenador

    RataDeOrdenador L5: Dapper Member

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    102
    Dat micro-detail with the blu/red and white dev textures. Can't see the CP from the pics. Is it in the middle,maybe? (AKA those big ramps in the first picture)

    I think you killed yourself again with the lights,as I can see in the second pic. Don't know what brightness are you using. 400 is more than enough imo. Although the white dev textures will make things look even brighter.

    Either way,this one looks fun. Can't wait to test it. ;D
     
  3. Beef Bucket

    aa Beef Bucket L41: Blessed Member

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    413
    • Agree Agree x 1
    • Useful Useful x 1
  4. It's me sized!

    It's me sized! L1: Registered

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    Here are the changes:
    -Aligned textures
    -Added battlements
    -Added cover on the point
    -Changed lighting a bit
    -Added a small decline on the floor in room farthest to the right from spawn
    -Moved the window looking out on mid
    -Made the hallway with a single ammo pack in it a bit wider
    -Made all windows slightly lower

    This will be the first version to be tested.

    Read the rest of this update entry...
     
  5. It's me sized!

    It's me sized! L1: Registered

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    This update includes the following:
    -Fixed a sign on the blue side being red
    -Fixed being able to build in spawn ...Whoops. :engienope:
    -Added a few details in non-playable areas of the map to make less be rendered at a time.

    Oh, did I say the last update would be the one I'd get tested?

    Whoops. :chord:

    Read the rest of this update entry...
     
  6. It's me sized!

    It's me sized! L1: Registered

    Messages:
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    Positive Ratings:
    4
    Changes include:
    -Added second floor
    -Changed layout- no more corridors
    -Removed the lighting thing people wanted me to remove that I still can't remember the abbreviation for for the life of me
    -Made different rooms visually distinct
    -Made the map less cramped
    -Made height variation a little bit more varied
    -Changed the central control point
    -Added some props
    -Raised the skybox
    -Widened Doors
    -Made doors taller
    -Made the outside ground a darker brush
    -Added more Health + Ammo pickups, made some closer to point

    Phew. There's probably more I don't remember. That is a lot of changes, huh? Well, we'll see how it works out when we test it.

    Read the rest of this update entry...
     
  7. It's me sized!

    It's me sized! L1: Registered

    Messages:
    31
    Positive Ratings:
    4
  8. It's me sized!

    It's me sized! L1: Registered

    Messages:
    31
    Positive Ratings:
    4
    Changes include:
    -Elevated one side of spawn
    -Changed area outside of spawn to help discourage spawncamping
    -Rearranged some pickups
    -Added arrows
    -Fixed an issue where there was more room to cap the point on RED's side than on BLU's
    -Changed the second floor to make the outside roof in the middle less powerful
    -Nerfed some sightlines
    -Raised the top of the point
    -Made it easier for a team to push back out to mid. (Hopefully)
    -Changed lighting. Again.
    -Rotated the small inclines on either side of mid
    -Moved doorways. Like- a LOT of doorways.
    -Made the rooms to the left of spawn have a purpose

    Read the rest of this update entry...