Iron Belt

KotH Iron Belt a3b

d3adfin

L4: Comfortable Member
Jul 21, 2019
185
71
Iron Belt - i could not name it 'rust belt' so sorry

koth_ironbelt is (an attempt at) a 6v6 koth map that should hopefully maintain a fast, frantic pace.
i designed this for a school project!
inspired by maps like product, bagel, coalplant, furious heights (quake live) and molten falls (quake champions)
 

d3adfin

L4: Comfortable Member
Jul 21, 2019
185
71
- made mid longer and wider
- players said that mid was far too small and that it forced teams back or be easily spammed at
- new mid should allow teams to play the low ground and towards the point a bit more

- raised the left side (defender's perspective) and rooves on mid
- players said there was not enough high ground on the map
- hopefully this side should be a lot more interesting to play due to the way it interacts with the rest of the map

- widened the right side (defender's perspective) high ground on mid
- same reasoning for making mid longer and wider, players felt there was not a lot of space to stand so hopefully this should make it a bit easier to not get bombarded with nades and rockets standing there

- widened the pillars next to the point
- mostly just to try to block sightlines on the low ground a bit more
- not sure if they're taking up too much space now

obvious main concern at the moment is with sightlines, not entirely sure how to go about removing them but i know it's doable while keeping the map playable

Read the rest of this update entry...
 

d3adfin

L4: Comfortable Member
Jul 21, 2019
185
71
- extended the tall buildings further towards the point and added barriers next to them
- purely to block the sightline from the right side high ground to the other right side

- added a crate to the right side high ground
- again, sightline blocking, should be a bit safer to walk in that way

- moved the health where the new crate is to the far right side of the right side high ground
- felt weird having it in the middle of a sightline and a tight space, new position should make it a lot safer to pick up because it seems like it would have been too risky before

- thinned the two pillars next to the point
- clearly they were not doing anything to block the sightline from the two left side platforms
- figured it would be better to have the additional space, especially now due to the way i moved the tall buildings to the sides and added barriers

- added some lights to the map
- concerned that it might be just a little too dark
- not that the new lights seem to be changing all that much anyway lol

made it a bit more difficult to go from the right side high ground to the enemy roof this update, need to think of a way around that that i can insert without fucking up the fact that there aren't any sightlines deep into that side anymore

Read the rest of this update entry...
 

d3adfin

L4: Comfortable Member
Jul 21, 2019
185
71
- added ramps on the right side high ground
- easier access to the barrier on it for scout so he can jump onto there and from there onto the enemy roof
- changes to clipping
- little nooks and crannies, stuff like the wall bits jutting out on the spawnroom weren't properly clipped and people complained that they were getting caught on them
- added spectator cams
- now you don't open the map and don't have to see a view of mid from inside the floor :)

Read the rest of this update entry...
 

d3adfin

L4: Comfortable Member
Jul 21, 2019
185
71
- moved the cap point trigger slightly down so players standing on the two pillars on mid cannot cap
- saw this being used as a dumb cheese strategy when me and my friends were playing 2v2s on it

Read the rest of this update entry...