Koth_Generic

KotH Koth_Generic A6

Charizard Telephone

L1: Registered
Jul 22, 2016
16
2
Updated to version a5:
-Added new paths from sewers to battlements
-Added drop down to side rooms from new pathway
-Overhalled sewer area
-Changed most slopes into stairs and made remaining slopes less steep
-Fixed sniper sight lines in sewers
-Lowered health on battlements
-Added small health near point
-Added and resized some signs
-Made it easier to shoot sentries on battlements
-Fixed a small sight line going to side rooms from point
-Made it easier to distinguish which side belong to which team in sewers

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Last edited:

Charizard Telephone

L1: Registered
Jul 22, 2016
16
2
A lot of effort's clearly gone into this map, and it looks great - though the scaling feels a little strange at times. Have you had it playtested? Join our steam chat and we can help you out with that.
Oh I've tested every version so far and have read and incorporated nearly every piece of feedback I've received. Being my first map and not having a good reference of scale while making the map I originally made the map over scaled in some places but have tried to fix it overtime and with each new version.
 

Charizard Telephone

L1: Registered
Jul 22, 2016
16
2
I don't really like this map that much but I wanted to update it for no particular reason.

Updated to version a6:
-Re-designed the room connecting the teams' spawn to the point
-Increased the size of the health pack behind the orange cover
-Increased the width of the choke to mid
-Decreased the size of the ramps on the point (scouts can more easily jump onto the point now)
-Added some computer carts to the drop-down rooms (why not)
-Hopefully it's harder to spawn camp the enemy team after taking the point and easier to defeat battlement sentries

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