KotH Shebalba

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
KotH_Shebalba_A5

Shebalba is a small king-of-the-hill style map set in an underground chasm and focused around a single point: a half-buried temple full of fabulous riches (or at least the capture point on top of it). Players will find themselves weaving in and out of the various mining buildings and ancient ruins that surround the temple, while keeping in mind not to fall to their deaths. Good luck, mercs.

This is my first map, so I welcome any and all criticism with open arms. If you think this map sucks, or that I suck, or that life sucks, or maybe even that you yourself suck, please let me know in the thread below. You should probably go see a psychologist about those self-esteem issues, though.
 
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TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
That mid looks cool, although your big ramped things look real ugly... not even sure how. Spawns look good interesting though!
Two brushes, one angled at 45 degrees, clipped to create a slope.
I know, it's terrible. It's nowhere near final.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,694
2,579
Pretend I posted a GIF of Chel here kthx.
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
A2 is out!

change log:
-increased the width of mid and created actual buildings along the side
-spiffed up the dev textures to make them more discernible and easier on the eyes
-added buffer rooms in front of spawn to decrease likelihood of spawn-camping
-replaced all water with lava and/or deathpits. please enjoy
-revamped all ramps
-revised pickup placement and put happy little splotches under them
-added more signs to guide you babbys through the map
-cleaned up my horrendous hallway geometry
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
KotH_Shebalba_A3! Now with more healthkits!

change-log:
-lowered ceiling
-rerevised pickup placement
-widened and opened up mid
-shifted routes around
-set up future displacements
-expanded on the buildings around mid
-lowered mid walls
-lowered routes into mid
-raised the cap point and did some detailing
-replaced the drop down from spawn with a third door to better prevent spawn-camping
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
A4 is out now.

changelog:
-shortened routes into mid
-added signage in front of deathpits
-increased the size of the pyramid's layers so you numbskulls will quit having the idea of jumping up it, ffs
-flipped the medium health rooms so their entrances are now inwards
-raised walls around cap
-lowered walls around cap
-added hideaway to lower
-added some static props as cover
-added more lights
-did some basic architecture and geometry to make the environment more believable
-added annoying support poles everywhere
 
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TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
A5, with pics, to boot!
changelog:
-embiggened door triggers
added chicken mesh under the spawn room stairways to prevent camping
-retextured the spawn room windows to be one-way
-updated spectator cam placement
-revised hallway layouts
-added roofing
-tweaked railings
-fixed issues with water