KotH Listener a6

King of the hill, Take some satellite towers or something.

  1. Alpheri

    Alpheri L3: Member

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    107
    Positive Ratings:
    131
    Aulli - King of the hill, Take some satellite towers or something.

    koth map made spontaneously in (mostly) one day after a stroke of inspiration hit.
     
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  2. Alpheri

    Alpheri L3: Member

    Messages:
    107
    Positive Ratings:
    131
    • Thanks Thanks x 1
  3. Alpheri

    Alpheri L3: Member

    Messages:
    107
    Positive Ratings:
    131
  4. Alpheri

    Alpheri L3: Member

    Messages:
    107
    Positive Ratings:
    131
    Redid routes from spawn to make pushing into enemy spawn harder, removed the trucks by flanks, made it harder to hide in enemy's side of the map, fixed clipping bugs.

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  5. Alpheri

    Alpheri L3: Member

    Messages:
    107
    Positive Ratings:
    131
    Removed dump trucks near mid (For real this time!)
    Disconnected garage from both the side routes.
    Changed the angles through the right flank to make it less awkward to move through.
    Made windows at mid one-way, looking towards the point.
    Added ramps to the upper windows so you don't have to jump through.
    Fixed a pretty big clipping bug that I think was in a3 that somehow nobody noticed!

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  6. Alpheri

    Alpheri L3: Member

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    107
    Positive Ratings:
    131
    Decreased cap time quite a bit (Was 12, Now 7 seconds)
    Tweaked cover around the point to add pockets to duck into on the sides of it.
    Slightly tweaked cover in the surrounding area now that it's not needed to block sight.
    Did some very minor clipping work.

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  7. Alpheri

    Alpheri L3: Member

    Messages:
    107
    Positive Ratings:
    131
    Changed mid's cover again.
    Rerouted walkway to the bridge over mid to be an indoors ramp.
    Changed bridge to be just the pipe, and walkways around the tower are flat.
    Pipe & tank in the mid lowground changed into a building you can't get on top of.
    Path from right lobby to roof adjusted to try and make holding it harder.
    Clipping fixes around the map.
    Added a fence and skybox brushes to make shooting over walls near mid no longer possible.

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  8. Alpheri

    Alpheri L3: Member

    Messages:
    107
    Positive Ratings:
    131
    Made a lot of areas more open, mostly.

    Changed building extensions off mid pillars back into pipes (but in a different shape) and added a partial wall along it with a grate fence top.
    Slightly raised pipe over mid & added a tiny sightline blocker below.
    Removed the ceiling and walls towards mid around the ramp up to aforementioned pipe, making it open air instead.
    Fixed seeing shadows through the wall on that ramp.
    Changed right side route onto concrete to only have one real 'doorway' - Greatly increased the size of or removed the rest of them, making that route much less constricted.
    Added a little enclosed ramp from lowground up to concrete, to hopefully allow mini rotations that are much less committal than going up the main curved ramp.
    Made the last room of left route into outdoors and moved the ramp down earlier into it.
    Changed the transparent tarp texture into a more solid one.
    Clipped shutters in garage to prevent hiding stickies in them.
    Clipped fences at mid to no longer eat rockets and splash.

    Made the curved ramp up to mid much prettier. (Don't worry, it's still clipped smooth into a ramp)

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  9. JMaxchill

    JMaxchill L5: Dapper Member

    Messages:
    217
    Positive Ratings:
    63
    Had a lot of fun playing this (as prolander medic against good pick classes, too), it's an enjoyable map and one I'm looking forwards to playing again.

    I feel like my main thought would be that the map feels too wide and not long enough - a lot of the time we were pushing left to right, rather than forwards. My suggestion for fixing this (though I'm not sure how this would play) would be to push the area on the far left back a little, maybe trimming off the higher ground there and tightening up the low ground, so that if teams were playing around the low ground they then pushed forwards onto and across the point. The option of getting through from that side under the enemy's roof is a good one to have though so I'm not sure exactly how this could be balanced.

    The enclosed ramp up to concrete was very nice, I only noticed it a few rounds in but it definitely makes rotating over there safer for medic, which I was doing a lot as we transitioned into more aggressive holds.