KotH Pain b7

Edgy name, don't mind it

  1. Messing Around

    Messing Around L6: Sharp Member

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    Pain - Edgy name, don't mind it

    A1
    another Egypt koth map, nothing to show really, so there're only 4 screenshots

    Overview
    [​IMG]

    Middle area
    [​IMG]

    Right yard
    [​IMG]

    Left yard
    [​IMG]

    The most basic spawn area ever
    [​IMG]
     
    Last edited: Mar 10, 2018
  2. Messing Around

    Messing Around L6: Sharp Member

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    A2
    reduce sniper sightlines, low ground disadvantage on mid

    The bridge will now serve as a ramp, provides some cover and some high ground;
    Added 2 columns for more cover, also a staircase
    [​IMG]

    Choke points now a bit more open,
    I also installed some kind of "anti-splash" where the rocket, pipe and sticky can have a chance to goes through the crack
    [​IMG]

    The wall was cut down, create a balcony, more attacking options
    [​IMG]

    BREAD!!!!!
    [​IMG]
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    Last edited: Mar 13, 2018
  3. Messing Around

    Messing Around L6: Sharp Member

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    A3

    Some half big half small changes:

    The "anti-splash" will now completely non-solid, every projectile weapons will fly through these fences.
    [​IMG]

    Made these columns look abit better (also add a door)
    [​IMG]

    Changed the steps from 8hu to 16hu, less repetitive
    [​IMG]

    Increased this block' height from 64 to 80, prevent Heavy from hiding down here shooting everyone on the point, with just his head visible
    [​IMG]

    Added this block to make the area less empty
    [​IMG]

    Filled the low ground with water for no reason
    Also made all the breads non-solid
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    Last edited: Mar 15, 2018
  4. Messing Around

    Messing Around L6: Sharp Member

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    A4

    Make the abutment looks more realistic
    [​IMG]
    [​IMG]

    Add these... things to block Sniper sightlines
    [​IMG]

    Block the side areas of spawn so no one can hide there
    [​IMG]

    Break down this wall, just making it easier to go left and right
    [​IMG]

    Increase the flank ceiling for rocket jumping (not much of a flank, but let's just call it that)
    [​IMG]

    Also fix this wall-hacking exploit
    [​IMG]

    Last update, or not

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    Last edited: Mar 18, 2018
  5. Messing Around

    Messing Around L6: Sharp Member

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    A5
    I always call this area "flank", even though it was nothing like a flank: low ground, choky, and the enemy can see you mile away

    Before
    [​IMG]

    So I changed it a bit, put a wall to block the view, and open an alternative path to the point

    After
    [​IMG]
    [​IMG]

    This "coffin" is now opened, so the enemy don't have much space to stand on, less comfy

    [​IMG]

    Updated the map 4 times without a single playtest since a1, hope it won't turn into shit

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    Last edited: Mar 18, 2018
  6. massacre master

    massacre master L2: Junior Member

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    upload_2018-3-18_18-11-10.png
    you might need to fix this water, and why make it moving? that doesn't make any sense.
    upload_2018-3-18_18-12-16.png
    this blue spawn door doesn't have the no_entry sign.
    lastly, this map neglects sniper because there are no sightlines and pyro because of the abundance of water. and think about the choke points.

    Not trying to be critical just saying how your map could improve. :)
     
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  7. Messing Around

    Messing Around L6: Sharp Member

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    seem like i forgot to pack it, but kinda weird because it's actually 2fort water, not custom one
    also i can't do anything about the moving part though, that's Valve thing
    and there're no-entry signs on both doors, but Source is retarded and it just refuses to show up

    when playtesting, ppl actually complain alot about Sniper sightlines; and the water is very shallow, not enough to extinguish the fire, so instead of being an anti-Pyro, the water makes Pyroshark a thing on this map

    thanks alot man =)
     
  8. massacre master

    massacre master L2: Junior Member

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    about the no entry signs, press alt p to check for problems.

    have you thought about serious detailing yet?
     
  9. Messing Around

    Messing Around L6: Sharp Member

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    there're some trigger_multiple errors, seem like it, seriously i've never seen these one before wth

    not yet though, my map layout still needs a ton of changes and playtest, it will take a long time before any detailing
     
  10. massacre master

    massacre master L2: Junior Member

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    oh ok. it seems like you're going with the egypt theme, which is early to decide a theme despite being in alpha. not that you should scrap it.:)
     
  11. Messing Around

    Messing Around L6: Sharp Member

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    A6

    It's not a Egyptian theme map without a Pyramid =)
    The a5 version is just bad, long rollout time and too much low ground disadvantage with some sightlines problem
    So i changed a bunch of thing:

    Put a huge pyramid on the mid
    Scale the whole capture area down from 128hu to 62hu (but the flank height is still the same)
    [​IMG]

    Open another flank route
    [​IMG]

    Move the columns
    Cut the bridge off abit
    Stack up some big bricks for more cover
    [​IMG]

    Move spawns forward (the old spawnrooms were in the wall behind)
    [​IMG]

    Hope it works this time
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    Last edited: Mar 20, 2018
  12. Messing Around

    Messing Around L6: Sharp Member

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    A7

    I just found out that surfing is pretty useful on this map, like on the pyramid or the bridge, it allows you to move a bit faster from left to right
    __________________________________________________

    Some of the small changes i forgot to mention in the last note:
    -Remove the coffin's cover
    -You can stand on the billboards now ( it means nothing really )
    -Move the health & ammo packs forward a bit
    -Remove the flanking wall, so you don't have to jump over it
    __________________________________________________

    New layout overview (the black part is water)
    [​IMG]

    Add these steps so you can't hide behind the wall anymore
    [​IMG]

    Bit of detailing around the map
    [​IMG]

    Lower down the "anti-splash" bottom even more, and change the texture to black so it looks like the water's coming from there (like a water draining system)
    Increase the skybox height
    More clipping
    More signs

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    Last edited: Mar 21, 2018
  13. Messing Around

    Messing Around L6: Sharp Member

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  14. massacre master

    massacre master L2: Junior Member

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    upload_2018-3-20_19-58-27.png
    this sightline is too good.
    try adding another resupply cabinet(so that people have less chance of dying of afterburn.
    upload_2018-3-20_20-0-29.png
    this isn't bad either. maybe that pillar can be enlarged?
    by the way is there any way to get up the point without using soldier, demo or scout?. The pyramids is a good idea, maybe make there be stairs or something

    still, this is much improved. :)
     

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  15. Messing Around

    Messing Around L6: Sharp Member

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    Hey the water texture has something to do with your config or custom files right?

    That water path was actually made for sneaky Sniper to shoot ppl on the CP, but i didn't think the sightline is that much, maybe I'll just move the pillar abit to the right

    And I don't want everyone to stand on top of the pyramid, it would be op, so only "jumpers" can get on there
     
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  16. massacre master

    massacre master L2: Junior Member

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    well that makes sense then. keep up the good work!
     
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  17. Messing Around

    Messing Around L6: Sharp Member

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    A8
    Made up some stuff so I can update the map to a8:

    Make the capture zone bigger for player to move around while capping
    Move the pillar a bit to block the Sniper's sightline
    Add this sign to block even more sightline
    [​IMG]

    That's it

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    Last edited: Mar 24, 2018
  18. Messing Around

    Messing Around L6: Sharp Member

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    A9
    quick update so i can add it to the imp before the whole place cramped up with other' maps

    Add displacement in these places, easier to walkup
    [​IMG]
    [​IMG]

    Move the pillar back to symmetrical position
    Move the sign to the sneaky Sniper route, also make it brighter
    Cut the pyramid top off a bit
    Resize the main route layout
    Fixed the streched out overlay
    Move Spawn positions forward just a bit

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    Last edited: Mar 26, 2018
  19. Messing Around

    Messing Around L6: Sharp Member

    Messages:
    257
    Positive Ratings:
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    A10
    The broken part of the bridge was meant to provides some cover, but it's kinda annoying because ppl keep getting stuck between it and the point, so I dropped it down
    [​IMG]

    Trimp the ledge of this step, so you don't have to jump everytime
    [​IMG]

    Open the flank choke, giving players more space
    [​IMG]

    Add these wall on both sides, so water players can't jump on the highground but have to take the stair, also provide some cover
    [​IMG]

    Rework this wall, make it easier to jump over and also letting ppl know that it's jump-able
    [​IMG]

    Resize this spawn route, reduce the rollout time
    [​IMG]

    Remove another unecessary, unused spawn route
    Increase spawndoor opening speed
    Remove unecessary, annoying detailing
    _________________________________

    Hope this update won't make the map less balance than a9

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    Last edited: Mar 30, 2018
  20. Messing Around

    Messing Around L6: Sharp Member

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    A11
    Somehow i forgot this one (sorry erk), lower down this platform, now player can jump on with ease
    [​IMG]

    While running around the map, i found out that the open choke also created new sightline problem, so i put sth here to block it
    [​IMG]

    Clipping the broken part of the bridge, so players don't get stuck
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    Last edited: Mar 30, 2018