KotH Yogurt A4

A granary style king of the hill map with a twist.

  1. Foot

    Foot L2: Junior Member

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    Positive Ratings:
    14
    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: Nov 12, 2016
  2. DaDema

    DaDema L-3: Not very succesful map maker

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    You forgot the respawnroom visualizers
     
  3. Crowbar

    aa Crowbar perfektoberfest

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    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.
     
  4. Diva Dan

    aa Diva Dan hello!

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    I don't mind a new "probed formula" if it means I see less of the viaduct formula, I like how diverse these maps could be
     
    • Agree Agree x 2
  5. Mr. Juan Deagle

    Mr. Juan Deagle L1: Registered

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    We didn't add the decal to the visualizer because it should be pretty obvious that it is the enemy spawn.
     
  6. Diva Dan

    aa Diva Dan hello!

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    For consistency's sake just add it. Every official map has obvious spawn rooms, but they have a visualizer anyways
     
    • Agree Agree x 3
    • Thanks Thanks x 1
  7. Nicky

    aa Nicky Lets try something new!

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    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.
     
    • Agree Agree x 1
  8. Foot

    Foot L2: Junior Member

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    There are visualizers, there just isnt a no entry sign on them.
     
  9. Crowbar

    aa Crowbar perfektoberfest

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    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.
     
    • Agree Agree x 2
  10. Foot

    Foot L2: Junior Member

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  11. Foot

    Foot L2: Junior Member

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    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:



    Read the rest of this update entry...
     
    • Like Like x 2
  12. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    Is the Christmas version going to be called Frozen Yogurt?
     
    • Funny Funny x 3
  13. Foot

    Foot L2: Junior Member

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    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:


    Read the rest of this update entry...
     
    Last edited: Nov 3, 2016
  14. Melo

    Melo L1: Registered

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    5
    I played the previous version of this map and it was excellent so I can't wait to play the new version! :)
     
    • Thanks Thanks x 1
  15. Melo

    Melo L1: Registered

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    Positive Ratings:
    5
    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.
     
  16. basilhs333

    basilhs333 L8: Fancy Shmancy Member

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    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
     
  17. Foot

    Foot L2: Junior Member

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    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...