KotH koth_tunnel a3b

KOTH map for the 2016 72h jam.

  1. strafe

    strafe L1: Registered

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    koth_tunnel - Underground KOTH map for the 72h jam.

    Hi all!

    This is the first version of a KOTH map I made for the 72h jam. I've been mapping for various games (Doom, Quake3, Half-Life 2) for over a decade at this point, but this is the first map that I've publicly released.

    I tried to make the point interesting with lots of height differences and routes. The idea was to have the map take place in an underground area with no natural lighting. The spaces are intentionally very tall, but they are only lit in the bottom to create the illusion of being in a vast chasm. I plan to make the map look like a mine in the art pass.

    The map hasn't been playtested, the health and ammo placement is experimental.

    All feedback is very much appreciated!

    Used resources:
    A Boojum Snark's Ultimate Mapping Resource Pack

    Screenshots: [lost in the great server breakage of July 2016]
     
    Last edited: Aug 4, 2016
  2. strafe

    strafe L1: Registered

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    Last edited: Aug 6, 2016
  3. strafe

    strafe L1: Registered

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  4. strafe

    strafe L1: Registered

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    Reuploading after the data loss on the site. The 72jam organizers asked not to update our entries after the deadline before the showcase comes out, but I didn't want to upload the same file with different versioning so I added 2 clip brushes to fix a minor issue.

    Read the rest of this update entry...
     
  5. Nicky

    aa Nicky Lets try something new!

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    I really love all the height differences you've got going here!
     
  6. strafe

    strafe L1: Registered

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    Thanks, that's what I was going for! :) I've been hard at work on a3 and it feels ready for release, but I'll polish it more as I can't upload a new version until the 72hr jam showcase is over.

    Took some screenshots for your enjoyment:

    Some nice shots of the point. I decided to ditch the underground theme for now, artistic decisions like that should be left for the art pass; it just made lighting tedious as I hand placed many lights but the level still stayed dark.
    I added some walls for cover, but also there is a lip on the outside, so people can be sneaky and stand there at the cost of being vulnerable from outside the point. I also added some LOS blocking, although I probably still need more.
    20160730003359_1.jpg 20160730003429_1.jpg
    A shot of the side of the point area:
    20160730003703_1.jpg
    I added some paths leading back up to the point from the lower level as I got feedback about it taking a long time for low mobility classes and I had to agree.:
    20160730003559_1.jpg
    Added a route to the small window above the main entrance:
    20160730003326_1.jpg
    New, more streamlined spawnrooms:
    20160730003240_1.jpg
    Made spawns more interesting:
    20160730003258_1.jpg
    Shots of the lower level:
    20160730003444_1.jpg 20160730003511_1.jpg
    Added more height variation to the ground to provide some more natural LOS blocking. (I also raised the ground and made the whole level a bit smaller in scale.)
    20160730003531_1.jpg
    I added a vent from the stairwell to the battlements to provide a flanking route:
    20160730003547_1.jpg
    A top down view of the point:
    20160730003645_1.jpg
     
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    Last edited: Jul 29, 2016
  7. strafe

    strafe L1: Registered

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    -reworked spawns
    -tuned scaling of map
    -blocked off some sightlines
    -added vent to bats for flanking
    -added ramps to windows above main doors
    -made ground out of displacements
    -added overlays for health & ammo packs
    -added minor detailing
    -improved lighting



    Read the rest of this update entry...
     
  8. strafe

    strafe L1: Registered

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    -disabled HDR mode
    -added clip brushes
    -fixed respawnroomvisualizer on red side
    -fixed some displacement errors
    -reworked cover on the lower level

    pointless alpha detailing:
    -fixed some overlays
    -replaced some dev textures
    -changed texturing
    -detailed roofs

    screenshots:


    Read the rest of this update entry...