Serenai

KotH Serenai A5

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Inqwel

L6: Sharp Member
Jun 2, 2008
308
Serenai - koth map without a theme

koth map I made in less than a day based on a dream I had.

A1:
Only issues I know of (outside of testing) is the announcer doesn't work for some reason?
Used Ultimate Mappers Resource.
Its 1,000 blocks smaller than lakeside, so it might be tight.
 
Last edited:

Asd417

Sample Text
aa
Mar 20, 2016
1,399
It does look very tight. I think it would be hard for any snipers to actually shine, judging from the screenshots. I suggest erasing those metal covers around the point and making the control area a bit bigger. IMO
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
It does look very tight. I think it would be hard for any snipers to actually shine, judging from the screenshots. I suggest erasing those metal covers around the point and making the control area a bit bigger. IMO
I think I might have to agree with you on that. I will make the point bigger, wider and taller, to remove those sniper barriers. When I said tight, I meant the distance between spawn and the capture point. Think the "battlements" flank is too tight overall. I will work to make that path more dynamic too.

Any idea why the announcer doesn't mention the point being unlocked?
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
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images

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Inqwel

L6: Sharp Member
Jun 2, 2008
308
Updates in this version for A3:

- Moved the Blu Resupply locker over 256 units (was in a wall)
- Removed cover from around the point and mid
- Shortened the chasm by 64 units
- Changed layout of paths from chasm to the point to feature a more playable layout.
- Opened area for path from spawn to lookout tower.
- Removed third path from spawn to chasm
- Moved Water to center of area to avoid "devastating drop".
- Changed some health locations and amounts near the basement and chasm bottom.
- Other things.

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Inqwel

L6: Sharp Member
Jun 2, 2008
308
Updates:
- Added small cover back to cap zone.
- Removed crates around cap zone.
- Changed height of doors at cap zone to +64 above and added guard rail
- Increased height leading up to point by 64, adjusted pit for change as well.
- Added Sniper Battlements
- Removed path from chasm to behind point
- Added path from chasm to main fighting area
- added height to tower.
- Increased area rooms behind tower.
- Added secondary path towards Behind tower room.
- Added some distance near cap zone but removed space from spawn to cap zone.

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Inqwel

L6: Sharp Member
Jun 2, 2008
308
I am really looking for feed back if the sniper battlements are too over powered or not!
I am hoping this version isn't "maze" like.
 

Asd417

Sample Text
aa
Mar 20, 2016
1,399
Did you actually made this based on your own dream? Because when I had my dream about my own cp map, I put point A and point B right next to it and then I said 'Maybe those two points are too close but we'll see' XD Btw did you get the fix the 'no-announcer' problem?
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
I have searched around and even went through other koth maps but could not find the announcer solution.

As for the dream, I remembered what I could and drew this when I got up.

serenaitower.jpg

I remember it was wood beams all around the point and the pit was a death pit.
 

Inqwel

L6: Sharp Member
Jun 2, 2008
308
Updates for A5:
- added cover to point
- updated size of capture zone
- changed routes to tower from spawn (now going through chasm).
- relocated ammo packs in the tower (as in there's two now)
- removed health pack from center of chasm
- changed room leading towards tower from spawn
- upgraded ammo near point from small to medium (now closer to point at new shed).

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