koth_tugawar

koth_tugawar A8C

DJ Sylveon

L3: Member
Nov 9, 2015
103
21
koth_tagawar - tug a war with a train!

A normal koth map? No its a special koth map! You cap the point and the train moves to your side! Becareful as moving it allows the other team to get to your side easier!
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8074E1F2AD57D974A542DD47DA4E16C84AF13111
 

DJ Sylveon

L3: Member
Nov 9, 2015
103
21
Reverted change in A2 where when capped the train moves to enemy's side.
----Explination for further feedback---
This change was originally done to see if doing so would allow for the enemy to more easily take the point back. This proved to not be the case since part of the gameplay element involves the train blocking a main route into mid therefor making it a battle to see who caps first. This also made it easier for the now defending team to defend since an advantage for the enemy team is no in control of the defending team.
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The train now moves to capped teams side.
i.e. If red caps the point then it moves to red's side of the map.

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DJ Sylveon

L3: Member
Nov 9, 2015
103
21
New additions:
  • A small bunker placed of to the side at mid on both teams side. The bunker has a pathway near the doors to reach the upper level. There is a window that opens up when your team captures the point and closes when you loose the point but will be closed when no one has the point.
  • Elevated platforms opposite to the bunker allow for minor height advantages. The ramp that brings you down to the floor where the train and point is goes away when you have the point and comes back when you do have the point. When the ramp is gone there is a ledge that you can crouch jump on to that will allow you to crouch jump on to the platform.
  • Displacements added in the area outside mid. Its not just flat walls with textures on them anymore.
Changes:
  • Changed the location of health and ammo packs to those pushing out of an area an advantage.
  • Marked the spawn location of all health and ammo packs.
  • Fixed the train running over the buffer that is suppose to stop them.
  • Widened the gap in the middle of mid where the train passes by to allow players to get past the train when its park on a team's side.
  • Attempted to bring back sandvich on barrel (its off and on its appearance)
  • Removed sprites on lights that burned your eyes when you looked at them.
  • Delayed Half Life 3

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DJ Sylveon

L3: Member
Nov 9, 2015
103
21
Major changes include:
  • Lighting updates in various dark places
  • Weird building separating spawn from a court yard replaced with a natural arch.
  • Ground in court yard, just past spawn, and right before main entry to mid replaced with sand and displaced.
  • Rock prop added to break up sight lines in court yard.
  • Random barrel moved to be not random
  • Crate made to look like its not a jump route but to break up line of sight again.
  • Rail line added to make it clear the train moves.
  • Adjusted line of sight blocking brushes to accommodate for the changes made in the previous version.
  • Props added in mid to make pyro a bit more useful.
  • A door in the main entry way to mid on both sides comes up to show that you can not go that way when the train is there.
  • Walls facing spawn lowered and pipe added on top to open up mid.

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DJ Sylveon

L3: Member
Nov 9, 2015
103
21
Major changes include:
  • Reassignment to when the bunker windows open. (now open when you don't have the point)
  • Sightlines have been blocked to nerf sniper. There is one still existing but that can slide since its there till someone gets the point.
  • Mid area shrinked in width
  • Extra Doors and trigger_hurts added in flank hallways. New doors make it harder for a team to hold the advantage giving hallways to the full health. When the doors shut whoever is between them dies.
  • Flank hallways leading to bunker and advantage hallways narrowed.
  • Geometry of area between mid and last redone. Now takes on more of a delta shape making it smaller and less open.
  • Arch way redone.
  • Ramps to spawn turned into stairs.
  • Large sliding spawn door to the basement removed and replaced with a normal door at the top of the ramp.
  • Spawn rooms shortened and access to basement from top floor removed.
  • Lighting in spawn changed.
  • Trains designed to fit lore.
  • Introduction of end round event.
    • Occurs when round ends in a win.
    • Loosing team will here an alarm sound when round ends at their spawn.
    • Shortly following that their spawn explodes and everyone nearby or in spawn dies.

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DJ Sylveon

L3: Member
Nov 9, 2015
103
21
Major updates include:
  • Fixed major bugs in last version
  • Complete rework of all displacements
  • Spawn courtyard extended
  • Spawn courtyard separated from another courtyard by overhead walkway.
  • Dirt area between mid and spawn contains giant brush rock.
  • Textures replaced and re-orientated
  • Introduction of new ramp onto the point.
  • More lighting fixes across the map.

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DJ Sylveon

L3: Member
Nov 9, 2015
103
21
Major Changes include:
  • Slow down of the train to make capping more interesting hopefully
  • Made ramps static and will not move
  • Train has a small bit of smoke coming out of its stack when moving to help understand who has it.
  • Removed random explosion effect at mid
  • Nerfed sightlines around mid
  • Swapped various props out for variety
  • Redid lighting in spawns to make them brighter
  • Changed soundscapes outside
  • Fixed various other issues
  • Facepalmed at the amount of bad feedback

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DJ Sylveon

L3: Member
Nov 9, 2015
103
21
Major Changes Include:
  • Bridge over middle of the map changed to make it more open while limiting snipers
  • Middle enterence moved over to the left side. It still has a door that shuts when the point is yours.
  • Sight lines shortened.
  • Once again made train go to the opponents side. This may be reverted if found to be bad gameplay wise.
  • Spawn doors for upper level moved closer to the middle.
  • No builds put behind displacements.
  • Path train travels shortened.
  • Told spy to stop making scout cry.

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