Centrocom

KotH Centrocom a12a

SB379

L1: Registered
Apr 21, 2020
17
1
Concrete - Urban themed shopping district, compact, HL:D inspired map.

This is a fast paced koth map with a high skybox limit, where the gameplay plays around and pools in towards the center. On mid both teams have multiple ways to get onto point, with opportunity to flank through one's battlements. Features no-build shutters

The design can be consdered as the inverse of Product, with intermission favoring the spawning team with better power positions and many trapping opportunities.

The desired theme is a shopping center modified for mercenary action in the middle of an urban city in a cold dawn day.


As of now, versions A2-A9 are available on na.serveme.tf as koth_concrete_alpha[X] naming convention.


Playtesting info
4s: Fighting can occur at any place in the map due to the relatively small map size and time to mid. The Deathmatch style complements the more CQC of the lower player size.

6s:
-Map does best on this mode due to the deathmatch style of the map. Soldiers and Demos have many bombing opportunities, Scouts have many opportunities to flank, and Pockets can challenge roamers due to the open skybox and safe batts/shutter. Combo has multiple places to collapse and to attack from.

Highlander:
With minimal cover on mid, sniper has many advantages for good sightlines. Sniper tends to dominate. However, sniper can be countered due to the multiple options an enemy sniper has to challenge.

Aggressive holds are more effective in preventing pushes to mid. Passive holding tends to push back the defending team into their batts.

Map flow rewards classes like spy and scout for maneuvering effectively.


koth_concrete_alpha9b (can be found on na.servme.tf) demo: https://demos.tf/380762#76561198084679109


To-Do List:
-Give both spawns more doors and probably increase the size.
-Detail the main intermission entrance
-Better batts windows
-Probably nerf more sniper sightlines

Known issues:
-Sniper is effective, probably too effective, on this map.

Image that inspired it (HL: Deathmatch: Crossfire):
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Last edited:

SB379

L1: Registered
Apr 21, 2020
17
1
-Moved block bullets brush above house to prevent unwanted explosive jumping
-Reworked Spawn, adding side door, some windows to left side, and raised initial flooring across spawn space.
-Added another box to alley to nerf the sniper sightline and make it more choke-y
-Shortened alley ramp's width to fit the alley's size
-Experimenting lighting to improve visibility
Desktop Screenshot 2020.05.11 - 01.22.26.42.png Desktop Screenshot 2020.05.11 - 01.22.40.69.png
-Fixed Soundscape error outside in the intermission area
-Added more cubemap entities
-slight optimization to visleafs

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SB379

L1: Registered
Apr 21, 2020
17
1
-Extensive hint brush optimization
--Most of the map should be culled when in spawn, left spawn entrance, main, and right side point entrance.
-Extensive nodraw texturing
-Extensive skybox closing, separating each section definitively

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SB379

L1: Registered
Apr 21, 2020
17
1
-Added Light models to justify light_spots around the map.
--Added volumetric effects
-Added Bush underneath advert to seperate the entrances of shutter room and choke.

-Detailed the middle entrance from spawn to intermission to make it look like a cafe.
--Props, lights etc.
--Changed the fences with solid glass and metallic railing.
--Changed ramp to stairs with block bullets.

-Complete redesign of hint brushes for much better optimization.

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SB379

L1: Registered
Apr 21, 2020
17
1
koth_concrete_a10e
Gameplay:
-Slightly shortened the width of batts platform on mid.
--Makes it harder to jump from stairs to batts on anyone slower than spy.
-Added sandbags on stairs in house for a way to get into upper right.
-Fixed player clip brush in spawn area

Cosmetic:
-Added windows to houses
-Added support beams within house
-Added some props, no collisions
-Details to holes on roof
-Added support platform to balcony and some props.
-Textured right of spawn area ramps

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SB379

L1: Registered
Apr 21, 2020
17
1
Cosmetic:
-Cleaned up mid, Hired a Janitor. i.e., less props.
Thanks to: 1000 paper cranes: https://steamcommunity.com/profiles/76561198282766831/
Thanks to pk.psuedo : https://steamcommunity.com/id/pkpseudo0960987/

-Changed underneath the flank stairs with fencing.
-Trimmed glass windows in mid
-Changed patio fences in the middle from gothic Mann Manor fences to tasteful glass fences.
-Detailed the spawn glass doors

Gameplay:
-Made trigger at spawn glass doors by 32 units on both fronts
Thanks to:
Open Fortress Gamer https://steamcommunity.com/id/_theRagingMage/
And Raccoon https://steamcommunity.com/id/drumpa/


-Made the rocket launcher at Soldier statue not solid. Thanks to: Paper

Regarding koth_centrocom a10e’s bad performance
-Thanks to Paper: I forgot to recheck the hint brushes when running, so the bad visleafs and most performance issues should be fixed. Also applied area portals in house https://steamcommunity.com/profiles/76561198055650562/

-Made glass doors and windows spawn 1 way.
Thanks to: pk.psuedo.

-Extended fences on point by 64 units. Left transparent to allow for slight home advantage/visibility.
-Increased spawn room width by 64 units
-Switched sliding door with filter to prevent the doors from being kept open

Regarding sight lines.

-Raised midpoint by 16 units. Point is now above 64 units, above eye level

-added obstruction to minimize sight line from balcony to alley. Non-standable.

Thanks to Screedle: https://steamcommunity.com/id/Screed/


-made cappoint trigger 32 units smaller in length, and 64 units smaller in height.

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SB379

L1: Registered
Apr 21, 2020
17
1
koth_centrocom_a12
Cosmetic:
-Fixed floating street lamps
-Replaced rebar props in mid with wood brushes
-Added wooden highlights to doorways.

Gameplay:
-Added new entrance into house from left side of spawn. Direct route to flank. 1 way door in. Removed the roof of the left side. Added obstruction to preven OP sniper sightline from spawn.
-Decreased cap point brush by 32 units

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