KotH koth_quincy a2

First map created by Vyrium & Celreo

  1. Vyrium

    Vyrium L1: Registered

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    4
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    Current feedback to note:
    So far it seems the transition buildings will need altering to have higher walls and/or roofs to not favor soldiers/demos so hard
     
    Last edited: Jul 25, 2016
  2. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

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    4,106
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    6,006
    This looks fantastic for a first map! Have you dropped into our group chat to get it tested?
     
  3. Vyrium

    Vyrium L1: Registered

    Messages:
    4
    Positive Ratings:
    0
  4. Vyrium

    Vyrium L1: Registered

    Messages:
    4
    Positive Ratings:
    0
    Noteable changes:
    - Widened capture point
    - Changed capture point houses roofs to a shallower angle (overall height is unchanged)
    - Changed brush above point to a bridge
    - Increased height of flanking route exit (One way route for most classes)
    - General tidying of brushes (no hiding spots underneath brushes)
    - Brushes used to jump up the container replaced with crate props
    - Some optimisation using func_details and nodraw
    - General increase of pickup size
    - Added small health kit on top of capture point containers
    - Changed tires behind capture point houses to crates (scouts can now use these to jump up to the roof)
    - Changed ramp rollout to exit nearer the map edge (harder for players to camp multiple entrances)
    - Added sniper barrier too cover ramp rollout as players exit
    - Adjustments to big door sightline by adjusting the barrels and left spawn barriers (leading up to sniper house)
    - Added windows to left spawn barriers
    - Dropdown now has ramp to avoid fall damage
    - Truck rotated to remove area that trapped players
    - Adjusted crates near small house
    - Minor texturing

    Read the rest of this update entry...