koth_tier

KotH koth_tier a04a

Mortimer Stroodle

L1: Registered
Sep 21, 2015
14
6
koth_tier - A king of the hill map featuring lots of height variation.

This is a king of the hill map, featuring lots of height variation. Each team has a one-way door leading to a position which has high ground over the point, but is very exposed from the side.

This is my first map. Enjoy!
 

Mortimer Stroodle

L1: Registered
Sep 21, 2015
14
6
A minor update with a few fixes and some cosmetic changes.

-Fixed one-way doors sometimes closing on the player
-Fixed misaligned spawn door triggers
-Adjusted spawn door visuals to look less weird
-Changed a red dev texture to a grey one for better visual consistancy
-General lighting improvements

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Mortimer Stroodle

L1: Registered
Sep 21, 2015
14
6
The map has been rebuilt almost entirely, down-scaling everything and removing a lot of pointless areas.

- Massively reduced vertical and horizontal scale
- Removed two large pointless areas off to either side of the point
- Removed long boring flanks way to the side of the point that nobody was using anyway
- Replaced sniper balcony with a new structure closer to the control point
- Added more varied terrain on approach of the control point and behind the sniper battlements
- Added drop-down areas on either side of the point
- Added small platforms sticking out above the control point for jumping over the new drop-down areas
- Added a tunnel below the point, leading to a large health kit
- Removed one-way doors leading to the point
- Removed upper route from spawn
- Generally increased the amount of health and ammo on the map
- Completely redid the lighting

And more, but its been changed so much that it's not really feasible to list everything.

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Mortimer Stroodle

L1: Registered
Sep 21, 2015
14
6
- Blocked the flank route below the point from one side. Players who want to use this route need to move from one team's side to the other now need to head through the tunnel below the point
- Altered some buildings around mid to look a bit less odd
- Added a window looking out over the control point from the high ground area
- Dimmed the lights
- Temporarily disabled HDR until I can figure that shit out

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Mortimer Stroodle

L1: Registered
Sep 21, 2015
14
6
This is an update focused on nerfing snipers, reducing vertical scaling, and making areas feel less cramped.

- Reduced height difference between the control point and the low-ground
- Reduced height difference between the control point and the ledge above
- Removed one sniping vantage point
- Added more cover to the control point
- Added props to allow players to jump up from the control point to the ledge above
- Added displacements to the low-ground at mid and an area in the backline
- Expanded the building near the control point
- Expanded the left and right routes from spawn
- Moved spawn further back from the control point
- Enclosed the area immediately outside of spawn in a large building
- Removed the tunnel under the control point, as well as the health-kit contained within
- Added ramps to the paths under the control point, allowing flankers to head directly to the other side of the point from their right side
- Shuffled health and ammo all about
- Added an additional window to the building with high ground over the control point

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Mortimer Stroodle

L1: Registered
Sep 21, 2015
14
6
An update focused on reducing the ability of enemies to reach spawn and making the left and right routes to mid substantially less cramped.

- Moved spawn back and up
- Rebuilt the area between spawn and mid to accommodate the new space
- Players heading to mid now have a more substantial height advantage over players trying to push into their spawn
- Expanded the building to the left of mid to make it less cramped
- Expanded the right route to mid, providing more cover and reducing chokiness
- Added another resupply cabinet to spawn, and moved both resupply cabinets to be closer to the doors
- Switched some playerclips to bulletblocks
- Shuffled the health and ammo all about
- Added additional spytech

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