koth_snaketown

KotH koth_snaketown A5

[Comic]

L1: Registered
Apr 13, 2020
8
0
koth_snaketown - wild west themed koth map

This is my first ever map, much like other beginners I have decided to start with a koth map and to take heavy inspiration from official valve maps. My biggest inspirations for the layout would be Lakeside and Highpass, though I have mostly taken the idea of their design rather then outright copy it. The map is on the smaller side, even for koth standards but I hope that it is at the very least a good start for a potential new hobby.

-Description:
Welcome to Snaketown!
A small raggedy town located in the middle of the Badlands, far away from any sort of contact with the outside world. The folks who lived in Snaketown were old-fashioned and stuck with the traditions of old.
Once they've run out of all forms of food and water the mental stability of the townsfolk started to dwindle, and in their many crazy decision they've decided to elect Rattles the rattlesnake as their newest mayor.
Unfortunately Snaketown has been abandoned for quite some time, the old citizens either escaped to greener pastures or perished in the merciless Badlands.
Lucky for you there's some good to this story, for the abandoned town is full of gravel and other precious dirt-like materials, and it's all there up for grabs.
I think I might know a pair of brothers who would be interested...
 
Last edited:

[Comic]

L1: Registered
Apr 13, 2020
8
0
Lots of changes, just about every aspect of the map has been changed and new areas have been added.

Changes:
-The slopes that lead to mid have made a lot less steep now, allowing for engineer buildings to be built. (player feedback)
-Reduced the time it takes to capture the point from 12 seconds to 7. (player feedback)
-Made the tall cover on mid slightly smaller to match the lenght of the capture area. (coherency)
-Fixed the capture area of the point, making the red team unable to capture the point from on top of the cover of mid. (unintended feature).
-Drastically changed the height of the area around mid, providing a much more easier time retaking the point. (player feedback)
-Changed the height and width of a slope in the small area between buildings. (aesthetic/coherency)
-Added a wall in the space between the two building, to prevent a very powerful and safe sniper spot. (gameplay balance)
-Added a small health pack behind previously mentioned wall. (gameplay balance)
-Replaced the boxes on mid with a ramp to make entering the hallways easier. (gameplay balance)
-Removed the middle window of the hallways due to the room receiving a redesign. (coherency)
-Reworked the hallways that lead to mid, there is now a wall in between the windows and the hallway is wider in general. (gameplay balance)
-removed a small patch of raised ground in front of one of the buildings. (gameplay balance)
-Added more space to the area around the saloon to make an entrance to the new area. (coherency)
-Added a new area behind the church, making the map more open and providing a new way to get in the enemies backlines. (gameplay balance)
-Removed saloons medium healthkit to compensate for the new area behind the church having a healthpack. (gameplay balance)
-Replaced the saloons fence with a better looking one and improved it's player clipping. (aesthetic)
-Increased the size of both of the interior buildings. (player feedback)
-Replaced the border walls of the map with a barbed wire fence. (aesthetic)
-Vastly modified the sniper spot in between the buildings, raising it higher up, removing one of the doors and adding a ramp changing the way you can access it. (gameplay balance)
-Added a brand new area between spawn and mid to make the size of the map closer to other koth maps. (player feedback)
-Greatly expanded the unplayable area to improve on the visuals. (aesthetic)
-Made the "block bullets" brushes that enclose the stage "player clip" brushes instead, to prevent you being able to explosive jump off the air. (unintended feature)
-Added cow. (aesthetic)

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[Comic]

L1: Registered
Apr 13, 2020
8
0
My brushwork with A2 was really really bad and I made a very rookie mistake, I'm genuinly sorry for anyone who had to play that mess and I hope to god that this update fixes the map.

Changes:
-Removed all the "func_brushes" from the map, demo golf should be dead.
-Moved the bottom side of the wall between the buildings to the other site, hopefully that disgusting sniper sight line is gone for good.
-Removed the sign at the church since it was never used for anything anyway.

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[Comic]

L1: Registered
Apr 13, 2020
8
0
Few tweaks to improve the playing experience:
-Removed all func_brushes from the map. (gameplay performance)
-Added new health and ammo pickups throughout the map and added patches underneath them. (player feedback)
-Clipped the maps windows. (player feedback)
-Widened a few doorways on the map. (player feedback)

Next update will focus on fixing the render distance and performance.

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[Comic]

L1: Registered
Apr 13, 2020
8
0
Small optimization update with small changes:
-The church bell with now ring once the point has been captured. (player feedback)
-Added func_details. (optimization)
-Added nodraw to surfaces that can't be seen by players. (optimization)

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[Comic]

L1: Registered
Apr 13, 2020
8
0
Small bug fix and gameplay update.
Changes:
-Fixed red teams spawn area, it should cover the entire spawn room now. (bug fix)
-Fixed the render distance so far away building don't dissappear. (bug fix)
-Reworked the area around the church. (gameplay balance)
-Reworked the barn across the church. (gameplay balance)
-Added a roof to that connects the wall with the window with the building next to it, to prevent explosive classes from spamming mid from afar. (gameplay balance, cohesion)

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Zhiris

L1: Registered
Apr 26, 2020
29
18
Wonder how your church bell is since I couldn't hear it.
It feel like a alright map with enough breathing room, It feels like it needs a platform somewhere where soldiers and demo's can jump easily and there is a alt route what take longer for the rest of the classes.

You haven't put many textures on the map but the big one standing out is your church.
Maybe it's because the church actually uses medieval textures but the church doesn't feel like a building made in a cowboy desert place.
I would recommend looking at Valve's mvm_coaltown for inspiration, they have quite the variety of building in the style you are looking for hopefully!

This map needs more snakes!! smh unsubscribed