Ridgetop

KotH Ridgetop a21

JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
-fixed some func_nobuild brushes being visible.
-replaced the fence props with brushes and raised displacement on the point side of said brushes to help snipers see opposite side better.
-added a bit of cover on the point.
-added some more lights in the buidings near point.
-fixed some overlapping props in spawn rooms.

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JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
This update is a completely different layout from the previous version as the title implies. My brushwork in the previous version made it almost unsalvageable, so I tried again and this is the new layout.

Here are pictures of the new layout.
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JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
Decided to nail down the setting of this map along with the changes I've made to it. The Mercs are fighting over the peak of a mountain ridge. I still have yet to figure out the reason why.

Here are the changes:
-added some small cliffs with some cover in the mid area.
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-changed health packs on the pitfall flanks to medium.
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-made the mid buildings a bit larger and added some cover for engineer buildings.
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-changed the middle route out of spawn.
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-changed the height of the displacements on the left and right routes to mid.
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-added a small cliff into the mid buildings and some boxes to block a sightline.
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JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
-added some more cover around the point. (Which also fixes an OP sightline.)

Before
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After
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-made the death pits a bit more obvious.

Before
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After
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-fixed a steep displacement.

Before
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After
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Last edited:

JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
-added signs pointing towards the point.
-added the lampposts from the previous iteration of Ridgetop.
-made the courtyards between spawn and the middle buildings bigger
-removed small health pack and ammo pack from the middle buildings
-smoothed some of the displacements
-changed some of the cover on the point a bit.

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JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
This update is about funneling players towards the point... and reducing sightlines... and adding more cover to flanks... among other things. With that said Here's the changelog for koth_ridgetop with before and after images.

-expanded the middle buinding into mid.
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-Added some signs to point players towards the point.
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-Added a little bit of a raised section in the spawn area courtyard.
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-expanded the courtyard between spawn and the middle building.

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JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
Hammer was very annoying for this update. leaks that seemed nonsensical, but I eventually figured out the problem and was able to add some height variation to the transition between spawn and the courtyard. Here's the changelog.

-added some height variation to the left route out of spawn.
-made doorways out thinner to block sightlines.
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-changed a bunch of displacements to power of 3 and smoothed them out.
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-changed health pack under point to small.
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-made deathpit more clearly defined form the top of mid expansion.
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-removed some of the brushes in the deathpit.
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JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
...but I think this will be the last alpha before release before I move it into beta.

Here's the changelog with screenshots.

-added the mountain it's supposed to sit on and the surrounding mountains.
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-changed the left path into the upper building to a wooden platform.
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-added some fences around the map perimeter.
-also improved the lighting and added an env_sun.
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-added fences to block this sightline to the spawn area transition.
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-made the middle doorways out of the spawn area a little wider.
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JudgeJamesC

The Man of Many Updates
Jul 24, 2015
43
14
This will hopefully be the last version before I move the map into beta.

-added a passageway in the building that leads to the spawns from the death pit landing.
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-re-added the small health pack under the point.
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-added a barrier to block a sightline.
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-removed the small dividing walls on the right route.
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zahndah

professional letter
aa
Jul 4, 2015
765
647
Dont feel as if you have to go to beta, Be prepared. Make sure your map plays as well as it ever will (and dont just tell yourself that it is).