KotH ClearCut B14c

An alpine themed competitive KoTH map. Featuring in RGL 6s Season 2.

  1. SturmTea

    SturmTea L2: Junior Member

    Messages:
    60
    Positive Ratings:
    17
    B13
    Change log:

    Main Changes:

    -The right transition leading out of spawn has had its door changed to be taller. The sight blocker has been removed to make roll outs easier. The first ramp has been widened and has had it's clipping more unified.

    -The left transition exit into backyard has been widened to help pushes through it.

    -The porch coming out of right transition has been extended under the building in valley. A fence was put up to block a sight line that could of been created.

    -The crane house has been redone for both sides and includes new clipping as well. This includes new doors out the left side to make it harder for defenders to stuff you before you get through.

    -The height blocker between crane and saw house has been changed to its art passed form and has a smaller hit box on the bottom compared to the old one.

    -Closet has been changed to better help attackers and is open through valley but no longer patio. The door to shed and point has been widened to better help pushes through it.

    -Scout ramps on the patios have been added back to allow pushes up to the enemies roofs again.

    -Removed the fence on balcony. Instead 2 boxes have been placed up against saw house and it should allow the gathering of info more than the fence did.

    -The wall in between crane and closet has been redone to its art passed form and better fits the skybox.

    -The skybox has been completely reworked to fit the environment more snugly. This will hopefully make it easier on older PCs.

    -The piece of wood on the ground next to tower has been removed.

    Clipping and fixes:

    -Clipping has been added to the boxes and wood in saw house to make getting stuck on them harder.

    -Clipping has been adjusted to handle the new porch and door in valley.

    -Fixed players being able to stand on the windows in blu closet.

    -Clipped the box on tower to make rockets more reliable for kills.

    -Fixed the clipping for the wood pile in closet.

    -Added clipping in the sheds to make it more reliable for rockets.

    -Clipped various doors to make walking through smoother.

    -Broken overlays have been fixed.​

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  2. sun

    sun L1: Registered

    Messages:
    1
    Positive Ratings:
    0
    can you make it so you can build on the roofs?
     
  3. SturmTea

    SturmTea L2: Junior Member

    Messages:
    60
    Positive Ratings:
    17
    Letting people build on roof means snipers could tele up there along with other classes. For the sake of balance, it's best if engi can't.
     
    • Agree Agree x 1
  4. SturmTea

    SturmTea L2: Junior Member

    Messages:
    60
    Positive Ratings:
    17
    B14
    Change log:

    Game Play:

    -Redesigned left attack route to no longer go lower down to a stair case, but instead to be a flat platform that goes from crane house to the roof. This platform raises up in height and slightly juts out at the top for scouts.

    -Health kit and ammo kit under patio are moved to the side of the platform. The kits have been moved closer to attackers.

    -Shed on point has had the wall closest to the point reduced in size. this is to reduce cover for those who hid inside. A new staircase was built in it's place to make it easier to get to point from inside.

    -Towers have been changed to have ramps that go around from right to pointing towards the opposing roof. This is to replace the box jump scouts once had; it ended up being clunky and requiring multiple jumps to use it properly. So the new version should better benefit those who want height from the tower.

    -Blocker that use to be in between crane house and saw house has been removed and the sky box was raised in the area as well. This should make it easier to launch on to the point from left side while still stopping the defenders from utilizing it as bomb method. It most likely still will be used that way, but the sky box drops quickly making it unlikely to be a high bomb.

    -Blocker in between saw house and garage has been removed.

    -The previous crouch jump to jump that was in the mid transition to left transition has been removed. It has been replaced by a ramp that steadily gets higher to a simple jump at the top. This will make rotations hopefully easier while I come up with a better less ugly solution.

    -Raised terrain in valley and up to mid. This is to make it easy to tap jump into saw house from mid without needing to take the previous long route. The stairs are no longer required to get into saw house. Getting on to porch in valley is also just a tap jump. This has also reduced the height difference between roof and valley.

    -Raised terrain were patio used to be to better meet the new platform.

    -Changed angled ramp where right transition exits in to the backyard. The angle is now a rough 30 degrees instead of 45.

    Building Redesigns:

    -Saw house, crane house, closet house, and valley building have had their brushwork completely redone in order to reduce total amount of textures on screen. This means that a lot of brushwork was simplified.

    -Closet house got its finalized detail work.

    -Closet house now only has one window.

    -Valley building got its finalized detail work.

    Clipping fixes:

    -New clipping was made for the new platform.

    -New clipping for crane house to fix what the redesign broke.

    -New clipping for closet house to ensure it is up to date with the rest.

    Performance fixes:

    -Hints have been redone to properly cut visleafs where people can't see them. This should reduce how much is culled in at once.

    -The sky box has been redone in multiple areas to help reduce the amount of unused space.

    -The sky box runs along multiple building to better stop visleafs from seeing each other.

    -Area portals have been placed in between valley and saw, and in between saw and crane house. This will even further help with culling out what can't be seen.

    -Large amounts of brush
    entities were converted to func_illusory. This is because they did not need to have clipping to them.

    Minor changes:


    -Removed sheet metal prop in blu saw house for brushwork that better represents the ramp.

    -Redid some displacements.

    -Red side spawn has new props and a change in saw design.

    -Blu lost a lot of trees.

    -Changed props on blu side to better fit the atmosphere of their side.

    -Changed lighting on blu side to better fit the atmosphere of their side.

    -Changed a large amount of textures on blu side to better fit the atmosphere of their side.

    -Removed a large amount of random unseen textures.

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  5. SturmTea

    SturmTea L2: Junior Member

    Messages:
    60
    Positive Ratings:
    17
  6. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

    Messages:
    1,302
    Positive Ratings:
    780
    The purpley lighting in the screenshots make everything look kinda odd.
     
  7. Yrr

    aa Yrr An Actual Deer

    Messages:
    1,142
    Positive Ratings:
    2,271
    this map looks in serious need of detail simplification
    theres so much visual noise i cant tell whats going on
     
    • Agree Agree x 1
  8. SturmTea

    SturmTea L2: Junior Member

    Messages:
    60
    Positive Ratings:
    17
    I'll be considering the simplification. I have to wait and see how it plays performance wise, but I'll still end up doing it to some degree.
     
  9. SturmTea

    SturmTea L2: Junior Member

    Messages:
    60
    Positive Ratings:
    17
  10. SturmTea

    SturmTea L2: Junior Member

    Messages:
    60
    Positive Ratings:
    17
    B14c
    Change log:

    Patch:

    -The door to enter crane house from balcony has been moved to face the stairs instead of saw house.

    -Added props and brushwork to better show players that they can't go around the other side of crane house.​

    Read the rest of this update entry...