KotH Guerilla koth_guerilla_a4n

Jungle-themed koth map with rotational symmetry

  1. Corvatile

    aa Corvatile eyes open at all times

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    Jungle-themed koth map with rotational symmetry

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    Last edited: Nov 28, 2016
  2. Crowbar

    aa Crowbar perfektoberfest

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    wasn't this going to be a 5cp lol
     
  3. Corvatile

    aa Corvatile eyes open at all times

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    shhhh

    Actually, it was originally an arena map which I thought had promise as a 5cp mid. But, you know, effort.
     
  4. Moonrat

    aa Moonrat The end of an era

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    I mean, if Snipers end up being overpowered, looks like it wouldn't take much to get rid of that.

    This looks cool, I'd like to be there to play it
     
  5. Corvatile

    aa Corvatile eyes open at all times

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  6. DaDema

    DaDema L-3: Not very succesful map maker

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    You're able to open red's spawnroomdoors as blu
     
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  7. DaDema

    DaDema L-3: Not very succesful map maker

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    The same with blu's spawn room doors
     
  8. ibex

    aa ibex

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    Just did a quick test because I was curious: your map is ~16sec walk time from spawn to point when using scout. Viaduct is ~10, lakeside ~11, highpass ~12, king ~9 just for reference.
     
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  9. Muddy

    Server Staff Muddy Muddy

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    I imagine you should be able to open blu's spawn doors as blu
     
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  10. Cytosolic

    Cytosolic L4: Comfortable Member

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    Looks good, the greenhouse makes more sense being in a jungle than an alpine forest.
     
  11. Corvatile

    aa Corvatile eyes open at all times

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    Metric ton of changes as of version koth_guerilla_a3h

    - Totally rebuilt mid. The boring ramp thing has been replaced by a neat hut.
    - Rethemed to a jungle style.
    - Introduced colours other than grey.
    - Cut off the two main sightlines in the map (the one between spawns across the point and the diagonal one between the Sniper spots)
    - Changed the layout of the right-angled building to break the visline between spawn and mid and did some optimisation around it.
    - Rotated the ramp up to the right-side high ground to make it more appealing to players leaving spawn.
    - Improved lighting in all indoor areas.
    - Moved around the health and ammo kits to encourage people to take the right-side route and to retreat under the bridges.
    - Fixed an exploit where teleporters could be built in spawn.
    - Made it so you can no longer place building on rooftops and most of the high ones are now inaccessible.
    - Increased the speed of all the doors so you can't snag on them anymore.
    - Improved the clipping on the shelters by the control point.
    - Shifted some of the fences about to block Sniper sightlines.
    - Added an invisible wall under the lip of the slanted roof so it's easier to jump onto.
    - Changed the window frame models to make it more obvious which windows can be shot through and which cannot.
    - Smoothed out displacements all around the map.
    - Added more signs.
    - General optimisation. Segmented the map's skybox more to prevent unnecessary rendering.
    - Minor detailing improvements.
    - Turned the leaning shovel in spawn the other way up because it was just too distressing for 14bit having it handle-down.

    New screenshots:


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    Last edited: Nov 28, 2016
  12. Corvatile

    aa Corvatile eyes open at all times

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    - Fixed a logic error with the control point.
    - Fixed an error with team filters.
    - Improved general clipping.
    - Blocked bullets on the locked door under spawn because it was traumatising Darren that he could shoot through it.

    Read the rest of this update entry...
     
  13. Corvatile

    aa Corvatile eyes open at all times

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