Yogurt

KotH Yogurt A4

Foot

L2: Junior Member
Aug 6, 2016
64
12
Yogurt

A koth map set in a yogurt production facility, Inspired by probed.
Created by Foot, Lordgrape and Mr. Juan Deagle.

The idea of this map is that the map is rotated 90 degrees and is majorly different from the classics like koth viaduct and lakeside.

Screenshots: http://imgur.com/a/Sog7X
 
Last edited:

Crowbar

aa
Dec 19, 2015
1,455
1,298
A 45 degree rotated line of symmetry? It's a great idea actually, I even considered mapping with it but it always ended up REALLY probed-ish. This one looks much like Probed too, which is the con of this idea.
 

nickybakes

You should've played Rumbleverse
aa
Jul 28, 2015
912
1,741
For consistency's sake just add it. Every official map has obvious spawn rooms, but they have a visualizer anyways
We didn't add the decal to the visualizer because it should be pretty obvious that it is the enemy spawn.
They also block enemies from getting into the spawn when the door opens. So if you don't have them in it could be a problem.
 

Foot

L2: Junior Member
Aug 6, 2016
64
12
They also block enemies from getting into the spawn when the door opens. So if you don't have them in it could be a problem.
There are visualizers, there just isnt a no entry sign on them.
 

Crowbar

aa
Dec 19, 2015
1,455
1,298
You know, a usual door everyone can pass through (on the enemy base) and the spawn only base owners can pass through can pretty much be confused. Also, adding visualizers is one of things you don't really change when you try to make your map original, just like the patches under the pickups.
 

Foot

L2: Junior Member
Aug 6, 2016
64
12
Changelog:
Completly redid skybox and sealing to stop those nasty visual bugs.
Majorly changed mid.
Changed scaling across the map.
Changed name to koth yogurt.

Screenshots:

20161030174653_1.jpg 20161030174710_1.jpg 20161030174723_1.jpg 20161030174741_1.jpg 20161030174756_1.jpg 20161030174800_1.jpg 20161030174815_1.jpg 20161030174821_1.jpg 20161030174831_1.jpg 20161030174847_1.jpg 20161030174930_1.jpg 20161030175003_1.jpg 20161030175040_1.jpg 20161030175108_1.jpg

Read the rest of this update entry...
 

Foot

L2: Junior Member
Aug 6, 2016
64
12
I wasn't satisfied with the previous versions of koth_yogurt's aesthetics and scaling.

So I reworked most of the map and tried to give it more of a personality.

Changelog:
Reworked mid. (again)
Remade spawn completely.
Worked on widening and making the map feel like a valve map.
Reworked the second courtyard to help make the gameplay more dynamic.
Added a wild animal >:)
Did some optimization work.
some clipping.

There are some minor changes from these screenshots (mainly aesthetic)
Screenshots:
20161102223036_1.jpg 20161102223134_1.jpg 20161102223149_1.jpg 20161102223245_1.jpg 20161102223257_1.jpg 20161102223313_1.jpg 20161102223346_1.jpg 20161102223359_1.jpg 20161102223430_1.jpg 20161102223450_1.jpg 20161102223534_1.jpg 20161102223548_1.jpg 20161102223605_1.jpg 20161102223627_1.jpg 20161102223636_1.jpg 20161102223733_1.jpg 20161102223809_1.jpg

Read the rest of this update entry...
 
Last edited:

Melo

L1: Registered
Oct 5, 2016
20
8
I played the previous version of this map and it was excellent so I can't wait to play the new version! :)
 

Melo

L1: Registered
Oct 5, 2016
20
8
The new update made the courtyard a lot better space-wise and made it more asthetically pleasing. It is also easier for jumping classes to use the pipes than the platform, which is great. The sniper sightline was covered and overall it is fun to play and maked sense when playing for the first time. I feel like there should be some box jump up onto the ledge in front of the control point because otherwise the players on the high ground have too much of an advantage. Some kind of way to access the ledge that is not very easy would be good. You might want to make a small room behind the control point with small ammo pack or something, but it really depends on how this layout plays out. The spawnrooms look a lot better and it has improved a lot with the last update.
 

Billo

aa
Feb 8, 2016
921
405
in my opinion the spawn need a bit more cover and the central point needs some changes but overall i like where this is going.
try to make to have a farm feel
 

Foot

L2: Junior Member
Aug 6, 2016
64
12
Sorry for the wait. I was working on a few things and i just had to cut my losses and scrap a few of them.

Changelog:
Removed bottom route out of spawn.
Removed concrete area that goes to mid and replaced it with displacements
Worked on optimization a ton.
Removed a lot of prop spam.
Reduced height advantage in the side route next to the point.
Detailed spawn a bit. (blue spawn may look a bit off because of last minute changes)
Massively changed the first courtyard.
Changed pickup locations to help benefit attackers.

Screenshots:
http://imgur.com/a/Sog7X

Read the rest of this update entry...