Manteca

KotH Manteca b1

Lem Mem

L3: Member
Nov 1, 2020
125
31
Manteca - Named after the song, not the city/spanish word for lard

Manteca is attempt #2 from me to make a KOTH map. It's pretty small, being smaller than viaduct so it could go for enlarging. The sightline across mid is a little annoying so that could go for patching as well. I definitely feel this is better than labor though, and probably won't return to that map.
 

Lem Mem

L3: Member
Nov 1, 2020
125
31
Manteca a2 Changelog

People really liked this map, which I'm very pleased about! Hopefully if this version goes well I can get some Highlander testing.

Spawn
- Removed Right Spawn Entrance
// Declared Useless by many people
- Added new Left Entrance w/ Highground
// This should alleviate some of the spawn camping problems seen in the first playtest
- Added cover to higher entrance
// The new spawn gate opened a pretty nasty sightline from batts to the spawn door. This change should make it so you can at the very least exit spawn.

Mid

- Gave some more space behind point and in bottom left
// People claimed that there wasn't enough space there, so I've extended the brushes here
- Reworked the entrances in cellar
// This area was very tight before. I don't see an instance of this flank without the double flank, however.
- Added health and ammo to cellar
// I want people to use this route more, so I added some more resources here to make it so you don't have to back out as far. We'll see how it plays.

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Lem Mem

L3: Member
Nov 1, 2020
125
31
Lem Mem updated Manteca with a new update entry:

Still not wide enough?

- Reverted Changes on House
// Felt like too much of an extreme highground + other sightline changes nullify its only benefit
- func_detailed some parts of house that REALLY should've been
- Extended Ramp
// Mostly accomidates for the Cellar changes, but also just makes it nicer to stand here
- Lit under Ramp
- Widened up Cellar
- Cellar exit now spits you out on ramp
// These 2 changes should make cellar a much nicer position to be in. I wish I could raise the ceiling, but...

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Lem Mem

L3: Member
Nov 1, 2020
125
31
Lem Mem updated Manteca with a new update entry:

highlanda

- Removed Dropdown
// Was more annoying than anything
- Adjusted Ramp from Tower to Main
// This area should be easier to navigate AND less sniper prone. A win-win if I've ever seen one.
- Moved sightline blocker from tower to the actual house
- Fixed Up Jump Pad
// Unfortunatley, this stupid Jump Pad is necessary for the map to work properly.
- Added some more signs
- Added proper Cubemaps
- Texture Changes
// I fucked up some of these so they'll need some...

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Lem Mem

L3: Member
Nov 1, 2020
125
31
Lem Mem updated Manteca with a new update entry:

Prebeta version!

- Reverted theme changes
// I didn't like them. Oh well. Some textures stayed tho, and the trims are nice to have
- Adjusted Cap Time
//14 -> 12. Should lead to cleaner caps
- Fixed skybox issue around ramp
- Clipping adjustments
- Widened some doorframes
- Raised towers on mid
// People thought they could be up there. Raised them to make it more obvious.
- Made the box in street smaller
//Still blocks the sightline, but makes navigation much nicer
- Fixed some...

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Lem Mem

L3: Member
Nov 1, 2020
125
31
Lem Mem updated Manteca with a new update entry:

wow thats a detailed map

BETA!!!!!!!
I'm not too happy with some of the interiors however they can be adjusted in later version so I'm not too upset about it (for now). No 3d skybox either, probably gonna add that next version.

- Detailed the entire map
- Adjusted the lighting
- Opened up house on mid
// Very expiremental change; probably shouldn't have done this in beta oops
// Goal is to make playing around sniper more dynamic and playing as sniper more rewarding

- Removed cover off the side of house
-...

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