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KotH Woodward a7

Dynamic koth

  1. rand0m

    rand0m L1: Registered

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    fieldwork - Short koth map

    Very early version of koth map made in about ~8hrs. Had no internet so I decided to do something with my time.
     
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  2. Auwi

    aa Auwi Certified in best in fun

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  3. rand0m

    rand0m L1: Registered

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    Noted, will change next compile
     
  4. rand0m

    rand0m L1: Registered

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  5. rand0m

    rand0m L1: Registered

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    Elevated surface here and there, added shutters, some rooms to hide in and moved some healthpacks. Generally buffed pushing outside the point to not be that completely useless.

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  6. rand0m

    rand0m L1: Registered

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  7. rand0m

    rand0m L1: Registered

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  8. rand0m

    rand0m L1: Registered

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    Major changes include:

    VISUAL:
    - the floor is grass
    - graphic improvements


    MID:
    - saw on the middle now cuts through the point
    - moved the point to the middle and made the cap circle bigger


    FLANKS:
    - reworked the old dropdown flank completely
    - enclosed and added cover to the log flank
    - saw in the log flank now stops for some time longer at the end of its movement


    OUTSIDE:
    - removed some shutters
    - connected the old dead end room to the rollout area
    - added a tree next to the spawn
    - added cover to the log flank side healthpack area


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  9. rand0m

    rand0m L1: Registered

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  10. rand0m

    rand0m L1: Registered

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    MAJOR CHANGES:
    - widened log area flank
    - added a whole new section at the house flank area


    This will give attackers some place to forward hold and make flanking players feel like they have an option.

    TO DO:
    - make saw hitboxes a bit smaller
    - add a second door at respawns to prevent camping


    I'm pushing this version out because I want to have to playtested as soon as possible so I can move forward.

    Also, I know the point feels streamlined and funneled, that was exacly my goal when making this map. I want to force players to play around the saws and I'm very against the free flank type routes where you can get behind the enemy lines without any sort of risk. I think a koth map that is not streamlined turns into a dm map (see: harvest) and I wanted to try my best to avoid that. Finally, thanks for the feedback everyone, so far it was very constructive and encouraging :)

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