koth_piperock

KotH koth_piperock a6

AlexEatDonut

L3: Member
May 9, 2018
133
54
koth_piperock - A koth map in a water plant

A koth map i made in 4 days using an old sketch i had lying around.
If i'll ever be detailling it i think it'll be a water plant but for now i should focus on the gameplay.
After making a payload map that i uploaded but removed because it is shamefull, an attack defence map and 2 of it's overhauls that leaded to alpineline, i needed to stop the A/D to get back to some nice and easy gamemodes : koth.
 

AlexEatDonut

L3: Member
May 9, 2018
133
54
Reworked most of the map.
Changed side pasages to mid to be easier to access or have higher ground
Made changes that are very "W.I.P"
Thing that are going to inevitably going to change :
-The first transition building
-The high ground, how to acces it and its sightlines
-A side "flank" and how to access it

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AlexEatDonut

L3: Member
May 9, 2018
133
54
I took my time to come up with ideas, my problem with maps is that i don't improve with what i have, i can't see myself do that. I always remake parts, and i almost remade everything. I toyed with displacement, i have an excuse tho, i'm "learning" i guess.
Tell me bugs and problems bla bla i'll be testing this and all. I'm kinda proud with the layout i ended up making. Might not be wide enought for some, and i would agree.

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AlexEatDonut

L3: Member
May 9, 2018
133
54
Anyway i did some bad changes i'm not happy with, i "might" overhaul this map...again.
I've come to realize that i'm over-detailing/overthinking my alpha maps. I don't want them to be flat boring maps, but if i want to make... you know... alpha maps i should actually focus on simplicity.
Anyway, map changes include :
-opening a part of the map
-changing the routes next to the point
-shortening overall walking time (still long)
Nex time i might need to do a lot of changes, by making the map overall more open instead of using these cheap tunnels that are not interesting.

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AlexEatDonut

L3: Member
May 9, 2018
133
54
The layout, the ideas, the visuals, everything is changing. As i've already stated, i can't help it to not overhaul stuff. When something doesn't work, i couldn't get a work-around to fix the issue. Now the map is now something i'm actually proud of, after 1 year and a half of mapping, i've finally done something i'm genuinely happy to have made. I see things i could change, i see problems that are fixable, but most importantly : i see a brand new start... yet again.
This map has a main and open route with significant sightlines, it can be abused by jumping classes but it is very open. The second route is more enclosed, in a large room, (a room i've kept from the A4 version) and it leads to high ground faster, but is kinda tunneling at some point. I could see this becoming a problem, but it would be fixable, and easily fixable at that. There is no third routes, but i did this on purpose, it testing proves me that a third route is needed, it's gonna be done.
There is a "tunnel" if you can call it that going from one side to the other, going under the control point.
Map might be scarse with packs, i was stingy with packs as i felt like there was too many, and too many big ones, only testing will tell.
The map's theme might feel all over the place, but it's because of how i've mapped, being simple with colors, and gradually givig life by adding displacements.
I hope this map will be fun, i'm very happy to look in the future to update this map.
Also mouse trap.

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AlexEatDonut

L3: Member
May 9, 2018
133
54
I can't make schedules lol, i could of updated this map like months ago.
Anyways changes i guess :
-Added additional route,will change it later to make it open
-Made mid higher
-Made mid wider
-Changed that annoying route that made you change side of the map to a route that gets you in the building next to mid.
-Made the map ever so slightly longer

Planned changes :
-Change roofs to make building more distinguisable
-Listen to feedback
-Make the route added in this update open and engaging
-Upload the next update as soon as possible

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