KotH Redirect a8

simple koth map set in research lab

  1. .nmint

    .nmint L1: Registered

    Messages:
    18
    Positive Ratings:
    7
    Redirect - simple koth map set in research lab

    (lights are bad, im bad at lighting stuff)
     
    Last edited: Feb 3, 2018
  2. .nmint

    .nmint L1: Registered

    Messages:
    18
    Positive Ratings:
    7
    koth_redirect_a3:
    [*] Adjusted some lighting
    [*] Adjusted few clips
    [*] Detailed a bit of unplayable area (cuz I can)
    [*] Added respawn room visualizers
    [*] Reworked Capture Point
    [*] Added ceiling texture
    [*] Control point now has lighting

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  3. .nmint

    .nmint L1: Registered

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    Positive Ratings:
    7
    [*] A little bit of details
    [*] Changed boring narrow corridor to a connecting room
    [*] Fixed some lights (not every single one tho, I'm still bad at placing lights properly)

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    Last edited: May 10, 2018
  4. .nmint

    .nmint L1: Registered

    Messages:
    18
    Positive Ratings:
    7
    [*] Mid is now more covered
    [*] Slightly reworked layout
    [*] Health and ammo patches
    [*] Added new path to balcony
    [*] _a3 point is back
    [*] Removed "second spawn" even tho you are not supposed to spawn there
    [*] Raised ceiling in HUGE SIGHTLINE
    [*] Changed right area from spawn

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  5. .nmint

    .nmint L1: Registered

    Messages:
    18
    Positive Ratings:
    7
    koth_redirect_a6
    [*]
    Closed doorway and window so people won't funnel straight to the enemy spawn
    [*] Fixed glass doors
    [*] Fixed missing container at the red
    [*] Fixed shadow issues
    [*] Expanded Control Point
    [*] Expanded Respawn Room, Added 2 more doors for less spawncamping (probably)
    [*] Changed "Sniper balcony" so it's faster to get to mid
    [*] Changed left route by moving a room with a thing

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  6. .nmint

    .nmint L1: Registered

    Messages:
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    koth_redirect_a7

    Spawn:
    [*] Moved players a bit further from doors
    [*] Deleted 2 additional doors
    [*] Spawn is more compact now

    Right side/Rollout:

    [*] Shrunk garage
    [*] Changed layout
    [*] Small healthpack added
    [*] Added stack of conatiners instead of just one

    Left side:
    [*] Changed layout from cp_junction corridors to a bit more open space
    [*] Changed stairs in connector
    [*] Widen connector
    [*] Fixed panel bump clip in connector

    Control Point:
    [*] Added details to the CP
    [*] Added bridge at the top of the point
    [*] Added 2 more entrances to the CP
    [*] Added more cover
    [*] Added 2 small healthpacks

    Misc:
    [*] More optimization
    [*] Added 2 observer points on CP

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  7. Wyvern

    aa Wyvern L35: Boss

    Messages:
    69
    Positive Ratings:
    46
    Looks interesting! I think the thing that stands out the most is the bridges around the cp. From my experience making KotH maps(which is limited, but take my word for it) height variation surrounding the point never works. Engineers are evil creatures that will take any chance to build on high ground; having high ground over a capture point will almost definitely cause camping. Maybe find another way to distribute that height variation. Other than that, the map might just be a tad overscaled, but it’s nothing too drastic. Keep working, morty, I like this one!
     
    • Thanks Thanks x 1
  8. .nmint

    .nmint L1: Registered

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    Thanks for the feedback, Wyvern. I really appreciate it. As to engineers building above the cp: The whole area above the cp has a nobuild. It may be illogical, but kinda solves the problem, except demos and soldiers are still a thing. Yeah, the cp looks heavily spammable.
     
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  9. .nmint

    .nmint L1: Registered

    Messages:
    18
    Positive Ratings:
    7
    koth_redirect_a8
    Left Side:
    [*] Fixed nodraw roof
    [*] Changed concrete floor to grass
    Right Side:
    [*] Changed full ammopack to medium
    [*] Deleted containers
    Lobby:
    [*] Ceilings are now higher
    Second floor:
    [*] Changed props blocking the way to a wall
    Misc:
    [*] Fixed two broken clips on garage(Right side) and red building(Mid)
    [*] Fixed some leaks
    [*] Changed lighting to be brighter
    [*] Minor Control Point changes
    Gameplay:
    [*] Capture time is now 16 instead of 20 (x1) / 10.(6) (x2)
    [*] Added a path from Right side to Lobby

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