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KotH Jolt V12 Fixed

A different sort of KOTH map.

  1. Nabernizer

    Nabernizer L1: Registered

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    Jolt - A different sort of KOTH map.

    A small KOTH map designed for 6v6, where forward holds are discouraged due to the separation of the back areas, and the multiple entrances into mid. Shallow water in lower mid will allow for escapes from fights taking place above, as well as provide a boost for jumping. Rollouts are extremely important, as a fast team can easily take advantageous positions before the other team steps into mid if they are too slow. When defending, knowing where the enemy is at all times is vastly more important than in other KOTH maps, as a sneaky team could completely flank a defending team that isn't paying attention. However, holding all the entrances can spread the team thin if done wrong.

    Hopefully, the layout will allow for more strategy then in the DM centered games of conventional KOTH maps.

    Updates from V10 to V11:
    -changed the cap point
    -Changed the crates from under the cap to ramps
    -smoothed out a couple corners
    -raised the "Dingleberry", and changed its health pack to a medium
    -changed some of the cover on upper
    -lowered one of the glass boxes to create another path under the point.

    SCREENSHOTS:
    http://imgur.com/a/OeQYV
     
    Last edited: Mar 20, 2016
  2. zahndah

    aa zahndah professional letter

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    I don't feel as if having a large health kit over mid that is accessible only to jumpers is a good idea. Generally pickups should be able to be gotten by all classes and large kits shouldn't be quite so near to the point (less than a second away).

    Also the cap area for mid looks quite small, is it two layered like gullywash? because it looks like it might be. And, in that lower pit under the point it appears as if to get out you have to do 4 jumps, including 2 crouch jumps. Nobody likes jumping, you are vulnerable and it is repetitive.
     
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  3. Aeix

    Aeix L3: Member

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    Remember that when taking screenshots, using cl_drawhud 0 and r_drawviewmodels 0. Just getting rid of the HUD and view models makes the screenshots a lot nicer. (You will have to change sv_cheats to 1) :)
     
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  4. Nabernizer

    Nabernizer L1: Registered

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    The reason i put that kit there was yo gove some incentive to go up there, and to have a thing for jumpers to fight over. It also allows for a variety of jumps to be done without too much risk, andin precipis playtests it wasnt game breaking.

    Im defenitely going to redo the cap zone. It is by far the most critisized feature of the map.
     
    Last edited: Mar 17, 2016
  5. sooshey

    aa sooshey :3c

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    But you don't want jumpers to be rewarded like that. They already have a height and speed advantage while jumping, they don't need a full health kit too. Blast jumping is a high-risk high-reward move, so don't take away the high-risk part.
     
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  6. The Siphon

    The Siphon L6: Sharp Member

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    Don't forget. jpeg_quality 100, max settings, bind "jpeg" [key]
     
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  7. Nabernizer

    Nabernizer L1: Registered

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    -changed the cap point
    -Changed the crates from under the cap to ramps
    -smoothed out a couple corners
    -raised the "Dingleberry", and changed its health pack to a medium
    -changed some of the cover on upper
    -lowered one of the glass boxes to create another path under the point.

    Sorry if you got multiple notifications for this. I screwed up the download link and basically screwed up trying to update the thread in general.

    Read the rest of this update entry...
     
  8. Nabernizer

    Nabernizer L1: Registered

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    -Textures! The art pass has begun!
    -Fixed an annoying ramp going into lobby that could could easily catch players.
    -Changed the positioning of some props so deny snipers from jumping up onto the glass box.
    -Added a sign to somewhat block a huge sightline from the ramps.
    -Added some lamps to allow Scouts to jump up onto the dingleberry.
    -Added some turbines to the flank room.

    Read the rest of this update entry...