KotH Obscurity a7

A huge sand pile, in between two large towers that cast huge shadows.

  1. Mightymudkip

    Mightymudkip L1: Registered

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    Obscurity - Four ramps lead up a hill, in between two large towers that cast huge shadows.

    This is my first map. I've been inspired to work on this after Array's map making video and UEAKCrash's videos.

    The capture point is in between two large towers that cast huge shadows. Four ramps lead up a hill with the cap. This map is pretty small, with the spawn room door being just visible from the cap point. There are barriers for both teams to use. Players can take the high ground or through the towers.
     
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  2. Mightymudkip

    Mightymudkip L1: Registered

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    New update:
    - Upscaled center point and towers
    - Three-way exit from the spawn
    - Dirt ground with slope elevation (will be replaced with terrain brush as soon as I figure out how they work without compiler errors)
    - No more "stairs"
    - More boxes from cover





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  3. Mightymudkip

    Mightymudkip L1: Registered

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    I guess I can do displacements:
    - Replaced dirt ramps with displacements of sand ("it's everywhere, get used to it")
    - Made a second floor to the towers
    - Raised the low ground around the capture point
    - New skybox, lighting, and prop lights
    - More rocks

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  4. Mightymudkip

    Mightymudkip L1: Registered

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    New Update, More Open, More Obscuring:
    • Expanded middle courtyard with chain fence walls and a sand-barred shed
    • Redone all the displacement for better quality
    • Edited sniping spots in towers, closing off sightlines
    • Replaced fences on cap with taller fences, closing off sightlines
    • Add another rock in the courtyard, closing off sightlines
    Next is getting a good looking skybox

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  5. basilhs333

    basilhs333 L10: Glamorous Member

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    for a first map it looks pretty good
     
  6. Mightymudkip

    Mightymudkip L1: Registered

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  7. Mightymudkip

    Mightymudkip L1: Registered

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    Update: Am I done yet? :
    • Building walls are thinner
    • Building frames and support beams added for fanciness
    • Displacement rebuild again now that I know about the vector tool
    • Walls are put up where purposely unclimbable displacements were
    • The map's skybox boundary has been enlarged with fewer skybox elements to make the shadows run more fluidly
    • Environmental light made with less bloom/contrast
    • Added lamps in dark spots
    • Respawn time is shortened (likely too much)
    • New water towers
    • New brush made window braces on the second floor
    P.S. I'm probably not done, but with school starting, the next update wouldn't come soon. I'm in a game design program. That will explain why my first map ever made is so good. I did make an Unreal Tournament map before this but eh.

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  8. Mightymudkip

    Mightymudkip L1: Registered

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    Update:
    • New Displaced Canyon
    • Busted a hole in the wall of the second floor for quicker drop-in
    • Smaller health and ammo packs
    • More crates (thus less space) on elevated platform/engine's favorite building spot
    • Edit shadows and lighting
    • Added street lamps
    • and FINALLY FIXED RESPAWN TIME!!!

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