- Apr 13, 2009
- 728
- 309
A somewhat small and open, alpine-themed koth map where the control point resides in a building (the map's namesake) that sits in the middle of a river. Lots of flanking opportunities.
Obligatory credits :
-Sky texture based on Void's fever sky (part of the swamp pack).
-Computer Screen Bank by Void and Rexy.
14/07/2010 : a3 started over
31/07/2010 : a4
-added walkway from riverside to stairs
-narrowed down overall size by 96units on each side (shorter bridges)
-reworked the stairs to the upper ledge, incidentally, "garage" rooftop is much easier to access
-added a second stairway to the upper ledge, from inside the building
-rearranged spawn exits
-areaportals, occluders, etc...
-a little more health&ammo in more obvious locations
-added cover around the point and into the small building between the bridges to make the fighting more interesting at this level and cut sniper sightlines from one side to the other
-lighting tweaks
05/08/2010 : a4b
-increased cap time : from 15 to 24s (viaduct setting)
-clipped stairs, climbable wooden props
14/08/2010 : a5
-Stretched the cap building 96 units on each side (the whole map is 192 units longer)
-New alternate path on the right side, mostly for sneak-behind classes.
-Reworked fences on the point so you don't get stuck in them while backpedalling. You can also no longer throw grenades above the fences to enemies on the other side.
-Lowered the angle of the roof and reduced the size of the hole so you have to expose yourself to shoot down the hole on the point. You can also no longer shoot rockets through the hole to the bridges.
-Added protective fence in front of the side ledge on the cap building.
-Added arrow signs pointing up next to the wheel
-Added a ledge on the wooden bridge to make it easier to jump on the lower path, jump on the wheel as a scout, on the roof as a soldier, or jump there from the roof as any class.
-Removed low fences where they were getting in the way.
-Lightning tweaks.
05/09/2010 : b1
-detail !
-Added a small ledge and staircase in the buildings next to the control point to test as a possible forward base/ambush location
06/09/2010 : b1a
-cubemaps :facepalm:
04/12/2010 : b2
-Increased water transparency to make it easier to avoid underwater players that can shoot you while being hard to spot.
-No more stairway to "nowhere"
-Lowered cap time and losing team's respawn timer by a small amount
-Minor health/ammo distribution tweaks.
-Retextured most buildings (middle buildings now look dirtier and older), the team-colors on wooden buildings are less obvious, but it's still easy to tell which side is which.
-Some optimization improvements all over the place, but no miracles.
-Minor graphic improvements.
12/12/2010 : b3
-Tweaked health and ammo pickups again to move it a little farther from the spawns. Added small ammo packs near the point.
-Spawn doors trigger from a larger distance, making spawncamping with sticky traps on the door less effective (if you detonate when the door opens, the person that triggered the door will take no damage).
-Revision of various elements of detailing, stair step size, overlays, some props and lights, etc
-Improved base colour recognition, particularly on the BLU side.
-The ground will no longer force you out of the water in the middle of the river.
-Lighting tweaks for HDR compile.
-Point capture time increased back to default.
27/02/2011 : b4
-Testing removal of anti-sniper fences on the ledges surrounding the point
-More optimization, lighting and detailing tweaks
29/05/2011 : final
-The crate jumping mini-game on the right side has been replaced by a proper ramp
-Fixed stickies unsticking in some places
-Finalized prop lighting and stuff
Obligatory credits :
-Sky texture based on Void's fever sky (part of the swamp pack).
-Computer Screen Bank by Void and Rexy.
14/07/2010 : a3 started over
31/07/2010 : a4
-added walkway from riverside to stairs
-narrowed down overall size by 96units on each side (shorter bridges)
-reworked the stairs to the upper ledge, incidentally, "garage" rooftop is much easier to access
-added a second stairway to the upper ledge, from inside the building
-rearranged spawn exits
-areaportals, occluders, etc...
-a little more health&ammo in more obvious locations
-added cover around the point and into the small building between the bridges to make the fighting more interesting at this level and cut sniper sightlines from one side to the other
-lighting tweaks
05/08/2010 : a4b
-increased cap time : from 15 to 24s (viaduct setting)
-clipped stairs, climbable wooden props
14/08/2010 : a5
-Stretched the cap building 96 units on each side (the whole map is 192 units longer)
-New alternate path on the right side, mostly for sneak-behind classes.
-Reworked fences on the point so you don't get stuck in them while backpedalling. You can also no longer throw grenades above the fences to enemies on the other side.
-Lowered the angle of the roof and reduced the size of the hole so you have to expose yourself to shoot down the hole on the point. You can also no longer shoot rockets through the hole to the bridges.
-Added protective fence in front of the side ledge on the cap building.
-Added arrow signs pointing up next to the wheel
-Added a ledge on the wooden bridge to make it easier to jump on the lower path, jump on the wheel as a scout, on the roof as a soldier, or jump there from the roof as any class.
-Removed low fences where they were getting in the way.
-Lightning tweaks.
05/09/2010 : b1
-detail !
-Added a small ledge and staircase in the buildings next to the control point to test as a possible forward base/ambush location
06/09/2010 : b1a
-cubemaps :facepalm:
04/12/2010 : b2
-Increased water transparency to make it easier to avoid underwater players that can shoot you while being hard to spot.
-No more stairway to "nowhere"
-Lowered cap time and losing team's respawn timer by a small amount
-Minor health/ammo distribution tweaks.
-Retextured most buildings (middle buildings now look dirtier and older), the team-colors on wooden buildings are less obvious, but it's still easy to tell which side is which.
-Some optimization improvements all over the place, but no miracles.
-Minor graphic improvements.
12/12/2010 : b3
-Tweaked health and ammo pickups again to move it a little farther from the spawns. Added small ammo packs near the point.
-Spawn doors trigger from a larger distance, making spawncamping with sticky traps on the door less effective (if you detonate when the door opens, the person that triggered the door will take no damage).
-Revision of various elements of detailing, stair step size, overlays, some props and lights, etc
-Improved base colour recognition, particularly on the BLU side.
-The ground will no longer force you out of the water in the middle of the river.
-Lighting tweaks for HDR compile.
-Point capture time increased back to default.
27/02/2011 : b4
-Testing removal of anti-sniper fences on the ledges surrounding the point
-More optimization, lighting and detailing tweaks
29/05/2011 : final
-The crate jumping mini-game on the right side has been replaced by a proper ramp
-Fixed stickies unsticking in some places
-Finalized prop lighting and stuff
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