Dorado

KotH Dorado a14

mousejumper

L1: Registered
Jul 15, 2023
15
0
mousejumper submitted a new resource:

Indoors - A small, fast paced KOTH map with a large amount of the map taking place indoors.

This map is still quite early in development and balance may affect that. "Indoors" is a working title, once the map is playable then theming will be considered and the map will receive a new name. Ideally, this is a 6s/HL map for competitive play.
Wind through secret tunnels or rain bullets from above in Indoors! This map is a KOTH map with a lot of variation in height to shake up fights. The map itself is compact, allowing for many close range fights.

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mousejumper

L1: Registered
Jul 15, 2023
15
0
mousejumper updated Indoors with a new update entry:

Alpha 6

After the lovely playtest, I added many of the changes given through feedback.
  • Increased the length of the map to lengthen rollout times and make the map feel larger
  • Added geometry around the lobby areas to break up long sightlines
  • Changed the shutter doors in mid to one-way window shutter doors to give players inside the lobby a slight advantage
  • Rotated the mid platform by 45 degrees to make it easier to get on the point and open up the area a bit
  • Added an elevated...

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mousejumper

L1: Registered
Jul 15, 2023
15
0
mousejumper updated Indoors with a new update entry:

Alpha 7: A Fresh Coat of Paint

  • Started adding textures to various sections of the map
  • Many small decorative prop changes & fixes
  • Removed the shutters to mid
  • Changed the route from the choke to the staircase room
  • Moved around and changed the size of many health & ammo packs (see below)
  • Pushed the spawnroom forward to eliminate some empty space
  • Replaced mid rocks with similarly shaped shacks
  • Updated spectator cam locations
The theme of the map is starting to be considered. Currently...

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mousejumper

L1: Registered
Jul 15, 2023
15
0
mousejumper updated Dorado with a new update entry:

Alpha 8: Not Enough Space (in this town, for the two of us)

  • Updated the map name from koth_indoors to koth_dorado.
  • Solidified the theme of the map (see the new map description for more.)
  • Textured the spawnrooms to provide a taste of the indoor theming for the map (not set in stone yet.)
  • Added various decorative props and elevation around the lobby to fill the space more.
  • Replaced the outdoor ground with displacements and made the ground more bumpy.
  • Added a pathway from the connector room to the tunnels.
  • The underpass has...

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mousejumper

L1: Registered
Jul 15, 2023
15
0
mousejumper updated Dorado with a new update entry:

Alpha 9: Duck for Cover

Reworked the leftmost flank in a variety of ways:
  • Removed the one way door so both teams can contest the flank.
  • Made the path wind around some as to prevent long sightlines.
  • Opened up a pathway from tunnel to the left flank so that all classes can get from tunnel to valley. The dropdown & double jump boxes are still there as a quicker route for movement classes. The HP has been moved slightly to accommodate the new geometry.
  • Fixed a displacement seam that was leaking...

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mousejumper

L1: Registered
Jul 15, 2023
15
0
mousejumper updated Dorado with a new update entry:

Alpha 10: Saddled Up for Simplicity

The most important goal that I had for this update is simplification. Simplifying routes to mid and clearing up the mid especially. With that in mind, here are the updates:
Major Update: Number of entrances to mid has been reduced from 6 -> 4. This mimics many popular and professional KotH maps, and helps to reduce the amount of times you just get flanked out of nowhere. To do this, here are the updates I did:
  • Removed the leftmost flank leading to the enemy balcony. It caused too...

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mousejumper

L1: Registered
Jul 15, 2023
15
0
mousejumper updated Dorado with a new update entry:

Alpha 11: Solidifying

Gameplay changes:
  • Added logs in mid that connect the shack roof to the balcony.
  • Raised the half wall on balcony and adjusted props to remove a nasty headglitch angle.
  • Removed a pixel sightline on the point.
  • Made the stairs in mid align more with the cover on the point.
Visual/QoL changes:
  • Updated the texture of the cliff.
  • Fixed the health decal in underpass.
  • Added some foliage into mid; be careful around the cacti!
  • Fixed a few displacement seams...

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mousejumper

L1: Registered
Jul 15, 2023
15
0
mousejumper updated Dorado with a new update entry:

Alpha 12: Open Up

Gameplay changes:
  • Widened the choke behind shack to make it easier to push out. Props in lobby have been rearranged to accommodate for new sightlines.
  • Widened the choke from lobby to valley just a touch for a similar reason.
  • Reworked the choke from underpass to valley so that it's much more open and the dead space has been removed. This also serves to make it easier to push out from.
  • Replaced the logs in mid with much easier to navigate bridges. They still serve the same...

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mousejumper

L1: Registered
Jul 15, 2023
15
0
mousejumper updated Dorado with a new update entry:

Alpha 13: It's over, I have the high ground

A major issue of the previous versions were that all of the angles to attack from were uphill battles. This update aims to solve that issue in a variety of ways.
  • Removed the prop pile in the lobby choke and replaced it with a full one-way slope. This aims to reduce sightline abuse and make starting a spawncamp much harder, requiring the camping team to either push through a tight choke or fight from low ground.
  • Reworked the balcony path. A new dropdown and cubby in the staircase...

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mousejumper

L1: Registered
Jul 15, 2023
15
0
mousejumper updated Dorado with a new update entry:

Alpha 14: Raise the Roof (and the walls)

Very large update this time around. I'll break it into 3 chunks: Gameplay, Clarity/Optimization, and Decorative.
GAMEPLAY
  • Added additional crates onto the balcony path crate to block a pixel sightline.
  • Pushed the main slope into lobby further out.
  • Altered the size and shape of the shack choke to break up a major sightline.
  • Reworked the spawn path to the tunnels: Added a wall, multiple levels of play, and a sight-blocking crate pile. This should stop hideous sightlines...

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