KotH Water Path a7

A fight for the point in an alpine setting.

  1. boomsta

    boomsta L2: Junior Member

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    Water Path - A fight for the point in an alpine setting.

    Fight for the rights to dominate this alpine mining facility. Hope people like it.

     
  2. boomsta

    boomsta L2: Junior Member

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    Some adjustments to the area between the point and the spawn.

    Before:

    After:


    Minor changes to the interior warehouse.


    Changes to the ledge overlooking the point.


    Changes to the spawn are itself.


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  3. squ1rrel

    squ1rrel L4: Comfortable Member

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    Your map provides entertaining gameplay especially as I usually dislike koth. Well done! The height variation is the best feature of this map but I think the map generally could be simplified a bit. Perhaps make areas far away from the cp less varied in height? Its quite taxing on concentration to be navigating height varied terrain as soon as you leave spawn.

    Keep up the good work. This map is promising!
     
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  4. boomsta

    boomsta L2: Junior Member

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    Implemented changes based on feedback from a2 playtest. I appreciate all the comments! Hopefully mid feels a little less chaotic this time around. This was a quick update so not 100% on certain sightlines and not all feedback was taken into account for a3 but will in the future.

    Ultimately this should make the map a little more of a pitched battle and hopefully reduce some of the angles players will be coming from. The areas directly above the river feel a bit naked at the moment so I hope I can fill them in, in the future, with meaningful gameplay features instead of prop spam.

    Changes:
    - Closed off upper platforms near the point. There is still a sightline from the interior of each times side to the roof so that snipers have a sightline to the enemy's side of the roof.
    - Rotated the direction that players are facing when spawning so they are guided towards the high ground.
    - Closed off many sight lines cause from the lower transition from the spawn area to the middle.
    - Added an ammo kit near the point on each side.
    - Removed the bridge that goes over the river. It is still possible to reach the other side through well-executed jumps over the rocks.
    - Removed one of the ramps in the middle that lead from the mid-level to the point.
    - Split the windows on the point from one in the center to two on the flanks.




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  5. boomsta

    boomsta L2: Junior Member

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    Hopefully this will focus the gameplay to the center a little more. Many of the paths were simplified.

    Changes the center:
    - Players can no longer bomb from the roof onto the point.
    - Drop from roof was converted into a room.
    - Added scaffolding so all classes can get on the roof.
    - Path from the water underneath the water has been closed off.
    - Removed most of the path that goes from the point to the spawn area.
    - Added path from each side to the point to hopefully clarify team sides a little more
    - Resulted in a larger play space in the water area itself.
    - Blocked off ramp that lead from the river to the warehouse




    - Blocked off the cliff that is on the opposing team's side
    - Added medium Health and Ammo kits



    - Reduced the side of the warehouse
    - Updated medium ammo kit to be a full kit



    - Updated transition from spawn to hopefully make this the main path and reduce the unneeded complexity.



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  6. boomsta

    boomsta L2: Junior Member

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    Mid was clearly too cramped after my changes in the last update. Not feeling too confident about the map after the last update since a3 was too open and a4 was too cramped and I am not sure if I can find a good middle ground. I will attempt to at the least! Thanks for the feedback so far, hopefully this will be more fun than the previous.

    Noteablechanges include:
    - Clipped off roof of center.
    - Blocked off the upper windows and one of the lower windows on each side.
    - Removed scaffolding from last update that allowed players to get on the roof.
    - Pushed out mid a little bit.
    - Removed a path and instead replaced it with a dead end containing a med/ammo kit
    - Removed some of the barriers blocking dropping from the 2nd level to the river.




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  7. boomsta

    boomsta L2: Junior Member

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    Noteable changes
    - The warehouse next to the point has been redesigned. I didn't receive any feedback on this specific area but it was obvious that this area needed to be redesigned, it just felt off. It was definitely overscaled.
    • Generally flattened out the interior area and the height differences so there are instead multiple smaller ramps.
    • Divided the warehouse into 2 rooms instead of 1 large room.
    • Shortened the path the flank room. Instead of going up stairs and around a few corners just to go back down stairs, there is a flat path from the medkit area in the warehouse.
    • Added a stairway that goes up to a small balcony overlooking the point.
    - The mid area has been expanded with a "side path" added to the capture point.
    • This should make it easier for teams that are pushing the point while not providing much of an added benefit for defending teams.
    - A balcony was added above the exit to warehouse overlooking the point. The balcony should only add a minor upperhand for both the offending and defending team as it is in clear sight from the point.
    - More signs to the point have been added.
    - Improved lighting in some of the outdoor areas.
    - Moved player spawns closer to the exits
    - Removed beam that was in the middle of the entrance to the point as players found them to be frustrating.



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  8. boomsta

    boomsta L2: Junior Member

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    Biggest changes include:
    - Removed sewer path into river.
    - Cliff path above river has been replaced with a large room with a drop down into river. Added a medium med/ammo kit here as well.
    - Increased the side of the balcony over looking the point.
    - Added another path to get onto the balcony.
    - Added a path from the cliff medkit up into the base.
    - Improved lighting especially on the blue side where there were some darker corners.



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