Shithole

KotH Shithole A7

Oct 6, 2008
1,947
445
Dang I was really hoping that this was going to be a payload map where blue pushes their shit disposal into red's base. reason: somewhere in here in the forums I think there was a shit heap model and the suggestion that it should be made into a payload map lol - been years since I've seen the post but thanks for bringing back the memories!

Oh, you have nice map too!
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
ALPHA 3

- Made the lower area below the point less cramped.
- Added grates on the top part of the point, you can now see what you are jumping into when diving into the shithole.
- Blocked off some broken sightlines.
- Didn't remove the jarring health pack.

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pk.pseudo

Certified Eldritch Horror
Jul 17, 2019
41
26
>Didn't remove jarring health

:( This is so sad. Can we jump in the pit
 

Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
ALPHA 4

- Added some textures, but not a whole lot.
- Tweak the spawn times and cap time very slightly.
- Made the bases brighter, you can now see things little bit better now.
- Changed the ammo spawns on the lower level of mid, the medium ammo now spawns in the stairs to the upper level and the small ammo spawns in front of the lower point.
- Moved some props around for better visibility when standing on the upper point, you can now see the snipers better and vice versa.
- Still didn't remove the jarring health pack.

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Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Alpha 5.

This should be the last update I make in a while, at this point there is nothing to tweak and I want to test this version more than once so I have plenty of data and demos to watch so I know if there are any major changes that need to be made. Personally I think the map feels alright but you never know what happens when people start get to used to the map and discover new things they can do.

Anyway, the only changes in this version are the very slight adjustment of spawn times, making the fence by the lower point entrance jumpable for all classes and two windows that have been added so you can see what you are walking into when entering mid and the lower point area.

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Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
Alpha 6

This is probably going to be the version I submit into the Back to Basics contest, unless something unforeseen happens. I watched a bunch of demos from A5 and didn't find anything that really warranted any major changes, the map doesn't play exactly like most King of the Hill maps but I am totally fine with that, not everything needs to be carbon copy of something and players seem to be having fun. Still, I did find some things that were worth changing.

There is now a third spawn exit for those fringe cases where a team actually manages to get full control of the enemy team's main lobby, it is tucked away from the main spawn exits and should let players sneak past any enemies trying to spawn camp. I also changed the health kit next to the lower point into a small one and moved the medium one into the stairwell between the two floors. This way players on both levels have to walk equal distance to get all their health back, balance in all things.

Also look at me, writing all this text about a map that was supposed to be a shitpost, really makes you think.

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Wilson

Boomer by Sleep
aa
May 4, 2010
1,385
1,223
ALPHA 7 - the Contest Winner edition.

- You can no longer build on top of the containers.
- Some very minor detailing in preparation for detail pass.
- Reduced the amount of "doorway soup".
- You can no longer hide in the corners in the lower point area.

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