Onion

KotH Onion A7

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Jeff Magnum

L1: Registered
Jul 4, 2018
25
Onion - Because the point has layers, like an onion

A king of the hill map where the fighting for the point will (hopefully) take place on several levels.
 
Last edited:

Jeff Magnum

L1: Registered
Jul 4, 2018
25
  • Streamlined map slightly in general
  • Removed side routes
  • Added buffer area between spawn and map proper
  • Replaced small ammopacks on upper floor of point building with small health; replaced small health on high platform with small ammo
  • Added more health in backline
  • Replaced window jump in central route with a door/platform linking it to building in front of the point
  • Other small layout changes

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Jeff Magnum

L1: Registered
Jul 4, 2018
25
  • Embiggened cramped areas
  • Removed left flank and corresponding mid balcony
  • Opened up left route more + added some height advantage near spawn
  • Simplified right flank and raised route leading to it; added ramp from mid to right flank (not sure about this)
  • Reworked low mid route to provide more options for attackers
  • Slightly reduced cap time (from 8 seconds to 7)

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Jeff Magnum

L1: Registered
Jul 4, 2018
25
From the last test, the main issue seemed to be that the point was hard to push onto - partly due to it being enclosed, partly due to easily-accessible high ground outside the point which could see all attacking routes. This update hopefully fixes that by removing easy access to high ground from the point (except for jumping classes), and opening the middle building up, especially giving a good attacking view of the point from the stairs on the left flank.

Major changes:
  • Removed ramps to side balconies in mid building, replaced them with lower routes
  • Significantly increased height of mid building doors
  • Replaced flat-roofed buildings outside mid with rocks which are harder to get on
  • Replaced ramp/platform on left flank with larger curved staircase to give attackers a better high-ground option on that flank
Hopefully these changes will still allow a team which controls the point to push beyond it slightly, but not such that it's the best defensive option. I'm considering adding a new route if this version doesn't fix the issues/breaks the map in a new way

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