Evergrowth

CP Evergrowth a5

Sweepertank

L2: Junior Member
Oct 4, 2014
51
155
Evergrowth is a 3 CP Gravel Pit-style map set in an old-growth forest.

Current Version: A5

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Updates:

-Destroyed and recreated the entire map again: judgement day edition

-Map is now 3 CP Gravel Pit-style attack/defend

-All dev textures are now properly angled! (Or are they?)
 
Last edited:

Jood580

L1: Registered
Jun 19, 2015
1
0
when I rub against this part of the wall I get stuck.
 

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YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
heres a few problems that I found.
The door holder thingy is floating in the air:
koth_evergrowth_a20000.jpg
The spawn is extremely cramped, and wont hold much room for later detailing:
koth_evergrowth_a20001.jpg
Don't you think a full health pack is bit exaggerated, especially so close to spawn in a koth map. I would do a mediumkoth_evergrowth_a20002.jpg
An if you look in the top right hand corner of my screen, you can see that the control point doesn't have a name, or at least a good one.
 

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YOYOYO

41 crashes and counting
aa
Jul 10, 2017
588
497
also you might wanna update the download icon.
 

Sweepertank

L2: Junior Member
Oct 4, 2014
51
155
koth_evergrowth_a3
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Updates:

-The main focus of this update was to rework mid, as well as the routes to mid, significantly:

-Center platform has been enlarged and raised in order to provide height advantage and block sightlines

-Space around the point has been increased considerably to make flanking more challenging, and hopefully to make mid less of a claustrophobic death sentence to be in

-Routes up to mid have been entirely reworked, for the most part: most notably being a new "cave" flank that goes to the right of the point​

-Announcer now counts down from 5 when the point is unlocked

-Cap time has been reduced from 12 to 6

-Relocated and adjusted health/ammo kits

-Dev textures are still upside down I think

-Numerous small adjustments and changes

-Everything is generally much worse, please avoid

Read the rest of this update entry...
 

Sweepertank

L2: Junior Member
Oct 4, 2014
51
155
koth_evergrowth_a4
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Updates:

-First courtyard buildings have been modified:

-Rightmost path has been changed to a building to discourage soldiers/demos from automatically picking this route, and to block sightlines

-Middle route exit to second courtyard has been raised to make this route more viable, and leftmost route exit has been lowered to discourage non soldiers/demos from automatically picking this route because of height advantage (essentially reverting to a2)
-Angled ground in first and second courtyards and adjusted building elevations to prepare for displacements

-Right battlements platform has been expanded, and a building with health/ammo has been added in this area

-Adjusted barriers around leftmost entrance to mid in order to block sightlines

-Slightly reduced and changed scaling around mid

-Changed cliff geometry around mid

-More direction signs have been added

Read the rest of this update entry...