KOTH_Advantage

KotH KOTH_Advantage A4.2

I Darkstar X

L3: Member
Oct 19, 2017
119
10
KOTH_Advantage - A small and chaotic KOTH map with a secondary objective that gives an Advantage.

The first of (hopefully) many before I figure out Attack and Defend as well as events and custom voice stuff.

KOTH_Advantage is so named because of the secondary objective located on the second floor above the point that closes half of the opposing team's access points to the main point. This can easily be subverted by grazing the secondary objective, as I could not figure out how to give it a capture time.

When these doors close, fear not! You can still crouch-walk down form above or rocket/sticky/whathaveye -jump over the doors since they're only high enough to keep non-winger-wielding Scouts out, and of course the rest of the enemy team.

Additionally, there is a sizeable underground area consisting of eye-strain-inducing orange octagonal pipes. This is connected via a complex one-way mechanism, otherwise known as a hole in the floor, to each team's spawn. They also have a full ammo pack down there for a resupply and reload with little danger.

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PLEASE NOTE THIS IS OBVIOUSLY NOT THE COMPLETED VERSION. Props and textures to come later. I just wanted to get the geometry down on my first day working on it. ^^ (also the purple tint goes away when you step on the points)
 
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McLovin

L2: Junior Member
May 25, 2017
55
66
Interesting... I'll download it when I get home and see how it is. Looks cool.
 

McLovin

L2: Junior Member
May 25, 2017
55
66
I like the concept. It's kind of like a reverse cp_steel. Much like steel, however, I immediately got lost. The pipes have so many different routes. That's good, but I'm afraid that there are way too many and that section is larger than it needs to be. I don't believe much of any action will be taking place in there.

Overall, however, it looks really good.
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
I like the concept. It's kind of like a reverse cp_steel. Much like steel, however, I immediately got lost. The pipes have so many different routes. That's good, but I'm afraid that there are way too many and that section is larger than it needs to be. I don't believe much of any action will be taking place in there.

Overall, however, it looks really good.

Thank you for your kind words. ^^ If it helps, I can add markers that say where to go so one does not get lost, such as arrows pointing to the right direction to go. And the main issue why the ducts and pipes are so extensive was that I couldn't use 45 degree stairs, since it makes no sense for those kinds of things to be in a duct or pipe. In fact, I'm considering taking out the elevator at the point's Pipe access so its only an escape to the full ammo. I could put a small health at the bottom too so no one can die of fall damage by running through it, though the kit and ammo right in front make it a bit redundant... What do you think?

And as for WHY I wanted to add the duct and pipes is that I feared that the map would feel too small. (In a crazy idea I had even had an idea for entire areas outside of the tunnels, just mainly flat ground, and the ability to enter the pipes via a sewage truck. XD ) The Pipes I could maybe shorten by cutting the "C" out of the spawn's route, so its faster. and the ducts I added because I wanted to make a crawly space. :D Then I realized crawling through the whole thing would be agonizing, so I made them bigger. The path into the second courtyard (the bit with the stair access to the left [which I realize you can see the ducts through] and the door to the point in front) I added so that players would be able to use it to circumvent and have a defensible position to counteract attempts to blockcade them at the second courtyard. But then I realized that that still leaves two chokepoints anyway, so I decided to have the duct go all the way up to the Secondary Objective. I say an opportunity to involve the pipes some more, so I brought that up as well to connect, and added in a semi-transparent door (which I'm very proud of its four-way split XD ) to make it more feasible for the team its side was on and more dangerous for the team's side the duct was on.
 

I Darkstar X

L3: Member
Oct 19, 2017
119
10
-Reworked the elevator in the pipes to operate via a shootable button.
-Shortened the pipe path from spawn DRASTICALLY
-Added sign overlays to help guide players to the center chamber
-Fixed map leaks in spawns
-Fixed texture clipping in pipes. Hopefully all of it, though I might have missed a few.

Read the rest of this update entry...