koth_disposal

KotH koth_disposal a11c

Zepavil

L1: Registered
Feb 11, 2020
40
8
koth_disposal - My first WIP Map, set in a disposal facility next to a cliff.

Alright! This is the very first playable iteration of my very own map, koth_disposal. There's plenty more to change with this map, but I'd like to get feedback on the general layout of this map before I continue on smaller details. You can be as harsh as you like: I know this map is probably going to have a lot of flaws. But I'm very excited to see if anyone enjoys this map.
 

Asterisk

L1: Registered
Oct 31, 2020
4
1
Yeah the layout seems fine for the most part, i played a few matchs with bots, the thing i noticed though is that everything feels really oversized, the doors and stuff are fine but most of the map feels scaled up, i like the death pit and little drop down area next to the point though.
 

Zepavil

L1: Registered
Feb 11, 2020
40
8
Patch Notes for A2!

- Greatly reduced the size of the map, removing a decent portion of the map.
- Changed the textures to be less straining on the eyes, as well as help players understand which side of the map they're on.
- Restructured the map so pathways to the point are more understandable and easy to grasp (players were frequently getting lost trying to get to the point).
- Add Respawn Visualizers (foolishly forgot to add them, spies were getting into spawn).
- Changed the fall zone beside the cliff to a lava texture, so players are more wary of taking that route.
- Added a railing between the Control Point and Deathpit, so it isn't as easy to airblast players off to their deaths.
- Lowered the deathpit slightly so players can be more frequently pushed in from the sides.
- Added props to act as cover.
- Made several areas larger and wider to reduce the chokey nature of several routes.

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Zepavil

L1: Registered
Feb 11, 2020
40
8
Patch Notes for A3!

- Reduced the height of the highground due to several player concerns. May still be subject to extreme change.
- Lowered the control point and ramps near the point to make the angle of approach a lot less extreme.
- Removed a small pipe platform near the control point, and lowered several pipes so moving from the control point to the highground is a lot easier now.
- The railings above the control point are now lowered and accessible by every class via the pipe platforms (still unable to build on them).
- Changed the health kit on the highground to a small health kit so it isn't as easy to defend the location.
- Repositioned spawns around so its easier for players to leave spawn.
- Made it clear that the window in spawn is a window, and now requires jumping to access so players will know getting up there requires more effort than actually leaving spawn, but continues to exist for both detail and the ability to see outside of spawn.
- Changed the ammo pack and small health kits beneath the point to small ammo packs and a medium health kit to incentivize players to travel there more often.
- The cliff pathway has become thinner, making it a lot more dangerous to traverse due to how easy it is to fall off.
- Add two sightline blockers, one outside the main entrance to the control point which will be eventually replaced by a prop, and a small change inside the main building that stopped a sightline that would be easily abusable by snipers.
- Small little display changes, such as disabling shadows on the rail props.
- Replaced the stairs for simple ramps (custom stairs will be made later).

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Asterisk

L1: Registered
Oct 31, 2020
4
1
The since of it being over-scaled is definitely gone, especially i like how much tighter it is on the cliff-side, I also like all the changes to the the control point.
 

Zepavil

L1: Registered
Feb 11, 2020
40
8
The since of it being over-scaled is definitely gone, especially i like how much tighter it is on the cliff-side, I also like all the changes to the the control point.

Glad to hear you like the changes. Thank you for your feedback through this map's creation, too!
 

Zepavil

L1: Registered
Feb 11, 2020
40
8
Patch Notes for A4!

- New route added on the cliffside. This new route is enclosed and claustrophobic, but also leads to the highground railings near the control point. The bottom of the route also has a full healthkit (very subject to change).
- Opened up the small building near the point. Now acts as two walls instead of an enclosed building.
- Changed the dip under the point into a flat surface.
- Added some additional cover from the lower ground approach to the control point, as well as two small health kits.

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Zepavil

L1: Registered
Feb 11, 2020
40
8
Patch Notes for A5!

- Many feedback critisms of the map was how easy it was for players to be unable to find one another, as well as find it difficult to get to the control point. To fix this, the cliffside route has been completely removed, and the area on the opposite side of the control point around the death pit has been reworked into a larger open space, merging the two ideas together.
- Several health and ammo packs have been modified, removing them or changing the type in their place. The only health kit near mid is now a fair distance away that takes you away from the point and makes defending more difficult.
- The highground has once again been lowered, and for the final time. Many players asked for this and I've complied, but it won't be lowered any further as the control of the highground makes it a valued asset.
- The cliffside route and the route to the railings have been reworked to be one-way tickets: once you choose to take these routes, you cannot return through them thanks to doors and air currents.
- The respawn rooms have been made into a wider area, allowing players to decide which exit they want to take instead of their spawn practically dictating it.
- The railing area has been reworked to allow buildings to be placed, as well as a grated wall that provides cover on one end of the rails.

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Zepavil

L1: Registered
Feb 11, 2020
40
8
Patch Notes for A6!

- Rearranged the ramp at the point so the cover is closer to the dangerous death pit.
- Added an enclove at the control point to help protect players from the highground.
- Added several new healthkits around the map, and lowered the amount of large ammo packs to small ones.
- Moved several health kits to dangerous areas to make them more deadly to obtain. Risk vs Reward.
- Added a way to go back on the cliff route and air duct way.
- Removed a sightline blocker, and instead created new walls to lower the amount of sightlines.
- Made the highground a little thinner.

NOTE: These changes are experimental, and may be reverted.

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Zepavil

L1: Registered
Feb 11, 2020
40
8
Patch Notes for A7!

- The map has been heavily reworked.
- Many routes have been condensed to funnel players towards the point.
- The highground no longer connects to the otherside, save for a small ledge that jumpers can use to cross the gap. Instead, it only provides oversight of the control point.
- The highground and control point are now seperated by the deathpit, allowing players to have some ground against the highground advantage.
- The cliffroute has been reworked into an underground route, forcing players towards the point from behind it.
- Respawn rooms have been reworked and condensed.
- The cliff deathpit are still in the map, but only minorly. Deaths to these pits are well deserved if you managed to find yourself dying to them.
- The deathpit escape has been lowered to make it easier to land on, and had its medium health pack restored.
- The point has been given more cover.

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Zepavil

L1: Registered
Feb 11, 2020
40
8
Patch notes for A9!

- Added a wall of cover next to the point to prevent an incredibly powerful sightline that snipers abused, as well as additional cover for protection.
- Reduced the cylinder at the control point, and added a clip around it so players wouldn't get stuck on the small detail parts.
- Removed the door for the route to the highground, hopefully to incentivize players to take the route more often.
- Changed one medium ammo pack to a small, to make building maintenance more difficult.
- Moved the health kit in the deathpit to the otherside, reducing the time it takes to go from the health kit back to the fight.
- Edited the stairs to the highground route to make the route more noticable.
- Added a func_nobuild on point. I'm a fool for letting that get past me.

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Zepavil

L1: Registered
Feb 11, 2020
40
8
Patch notes for A10!

- Fixed a respawnroom_visualizer bug.
- Added a ramp brush outside of spawn to act as a sightline blocker, stopping snipers from spawncamping if they get to the other side of the map.
- Changed several instances of lighting to be more readable.
- Added an alcove on the highground route with small health and ammo.
- Added a large brush as cover on the highground route.
- Changed the healthkit in the deathpit to full, to make risking the fall more desirable.
- Increased the size of the highground above the point slightly.
- Added an angled brush near spawn to help direct players to the second spawn door.

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Zepavil

L1: Registered
Feb 11, 2020
40
8
Patch Notes for A11!

  • Includes new cover for the control point, hopefully to change up gameplay and remove the ability to attack down from the point.
  • Added another spawn door, so that the highground route is used more often.
  • Turned the outside ground into a proper displacement.
  • Removed the clipping above the overhang, and added a small brush nearby that allows Soldiers, Demos and Scouts (plus Pyros with a jetpack) to now soar over the overhang.
  • Added another supply cabinet to the spawns.
  • Changed the texture of the ground and the control point model.
Things to fix: Wrap Assassin projectile does not work on this map, and I'm having difficulty finding the source of the issue.

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