KotH koth_unknown_sector a3-1

A koth map. In SPACE!

  1. Patstrick

    Patstrick L1: Registered

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    koth_unknown_sector - A koth map lazily made in around 24 hours.

    My second map, and my first playable map. There is no detail (other than lights), no polish, and no skeletons hiding in the resupply closet I promise.
    Note: when I refer to "near" it means closer to the spawn point as "far."
    • The spawn has two exits, one on the left and right of the far end of the room. There are two stairwells that lead to a small spawn door each.
      • The spawn has a roof where engineers can't build.
      • The far wall of the spawn on the outside has a closet with a resupply cabinet inside of it.
    • Outside the spawn is a very small courtyard and a building with two entrances and three exits.
      • There is nothing in this building, but there will be sooner or later(?)
      • This building has a roof where engineers can't build.
    • Outside of the building in front of spawn is some cover and a large ramp that has a rectangular hole in it.
      • The hole leads to a few paths under the mid point.
      • There is a wall surrounding this hole.
    • Under the middle point is a rectangle path that is connected to each sides large ramps.
      • There are two sets of medium health an ammo on the left and right sides of this rectangle.
    • At the top of each sides large ramp is a main platform. The middle of this platform sits a large angular platform where the koth point itself sits.
      • There are two walls on each side at the very edge between the large ramps and the main platform.
      • There are two angular walls on each side of the angular platform on each side.
    • The angular platform has two large angular ramps leading to its top.
      • Between this ramp and the platform itself is a wall on each side.
      • The ramp has a rectangular hole where you can get under the point. There is a small health pack here.
    • The point itself is almost as high as the roof of each teams spawn.
      • There is a tunnel going through the point width-wise that connects to the holes in the ramps leading above.
    • The entire map is floating and has very little keeping player on the platforms and walkways.
      • If a player falls or is pushed off the map, they will be teleported back to their spawn and receive some fall damage.
    • This map is almost mirrored on both the x and y axis.
     
    Last edited: Oct 6, 2016
  2. Patstrick

    Patstrick L1: Registered

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    My future plans for this map is to make each spawn a big space mining probe. From the building outside of spawn to the same building on the other side will be a huge hollowed out asteroid with the center being something alien-y that the space mercs have discovered.
    Note that so far this map is untested.
    Also note that this map is in alpha, I accidentally got alpha and beta mixed up in the file name. I'm a dingus.
     
    Last edited: Oct 4, 2016
  3. Patstrick

    Patstrick L1: Registered

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  4. Patstrick

    Patstrick L1: Registered

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    • Added team colored textures on certain faces of brushes to differentiate sides in preparation for testing.
    • Lowered skybox.
    • Added decals on the mid platform to draw attention to the pickups on the walkways below.
    • Lowered the ceiling of the rooms outside of spawn to make future brushwork easier.
    • Removed skeleton from the closet.

    Read the rest of this update entry...
     
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  5. Stack Man

    Stack Man L1: Registered

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    Those look like some pretty big sniper sight lines under the point.
     
  6. Patstrick

    Patstrick L1: Registered

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    Maybe so. Players will (hopefully) drop down from the point and be in their face enough to catch them by surprise. I'd need the map tested to see.
     
  7. Patstrick

    Patstrick L1: Registered

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    Updated screenshots dump:
    20161004110125_1.jpg 20161004110156_1.jpg 20161004110136_1.jpg 20161004110201_1.jpg 20161004110051_1.jpg 20161004110204_1.jpg 20161004110347_1.jpg 20161004110151_1.jpg 20161004110113_1.jpg 20161004110143_1.jpg 20161004110132_1.jpg
     
  8. Diva Dan

    aa Diva Dan hello!

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    I like the pickup drop down next to mid, it's cool how it brings you to the lower level. Somehow I haven't seen that done much other than on upward, it's a pretty cool element! The map is also painfully symmetric, you should break it up somehow by changing the side opposite of the pickups.
     
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  9. Patstrick

    Patstrick L1: Registered

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    Update after the play-test is coming tomorrow.
    Here's what will be done:
    • Fix demo/soldier/(pyro?) camping on the roof near enemy spawn.
    • Widen map and add 2 more platforms.
    • Put mid inside an asteroid.
    • Add a few more health packs near the building after spawn.
    • Simplify some stuff maybe?
    • Move spawns farther apart (I actually have this done already.)
    EDIT: My internet is acting up so I may not be able to upload the map today.
     
    Last edited: Oct 5, 2016
  10. Patstrick

    Patstrick L1: Registered

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    Sorry for the delay, one of the routers in my building slowly died and shut down everything.

    POST FIRST MAJOR GAMEPLAY TEST

    Thanks to all who joined and left feedback.

    WARNING: Lighting is majorly messed up right now. Next update the main focus will be fixing this.
    • Added resupply signs to the resupply locker closet that is inset into the spawn.
    • Moved both spawns away from the mid point by around 600hu each.
    • That's no moon. Added a massive temporary hollow brush (RIP compile times) spanning from the building outside of spawn to the same building on the other side. The whole mid point is surrounded by this brush and will be made mostly of skybox next update.
    • Widened the mid point platform.
    • Re-positioned cover on the point.
    • Added two platforms to each side of the mid point with multiple ramps leading to them.
    • Added a spawn door to each teams spawn on the right side leading into a tunnel that will later be an atmosphere delivery system or something space-y. This leads into the asteroid as well as the building outside of spawn.
    • Fixed spawn doors not blocking enemy players if someone opens them.
    • Removed the skeleton from the closet.

    Read the rest of this update entry...
     
  11. Patstrick

    Patstrick L1: Registered

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    • Fixed duplicate nodraw brush blocking the right exit of a spawn.
    • Removed big ugly sphere and replaced it with displacements to reduce compile time.
    • Changed more brushes to func_detail to speed up atrocious compile time.
    • Fixed resupply sign being wrong color for blu team.

    Read the rest of this update entry...