koth_tunnel

KotH koth_tunnel a3b

strafe

L1: Registered
Jul 19, 2016
34
43
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:

strafe

L1: Registered
Jul 19, 2016
34
43
  • improved lighting, made map brighter
  • made spawn areas more interesting
  • added details and props
  • func_detailed some stuff
screenshots:
20160725020323_1.jpg 20160725020328_1.jpg 20160725020333_1.jpg 20160725020338_1.jpg 20160725020343_1.jpg 20160725020348_1.jpg 20160725020353_1.jpg 20160725020358_1.jpg

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Last edited:

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
911
1,739
I really love all the height differences you've got going here!
 

strafe

L1: Registered
Jul 19, 2016
34
43
I really love all the height differences you've got going here!

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
 
Last edited:

strafe

L1: Registered
Jul 19, 2016
34
43
-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

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strafe

L1: Registered
Jul 19, 2016
34
43
-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:
20160806061516_1.jpg 20160806061521_1.jpg 20160806061526_1.jpg 20160806061531_1.jpg 20160806061536_1.jpg 20160806061546_1.jpg 20160806061556_1.jpg 20160806061601_1.jpg 20160806061606_1.jpg 20160806061611_1.jpg 20160806061616_1.jpg 20160806061631_1.jpg 20160806061636_1.jpg 20160806061641_1.jpg

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