Updated
-Textures! The art pass has begun!
-Fixed an annoying ramp going into lobby that could could easily catch players.
-Changed the positioning of some props so deny snipers from jumping up onto the glass box.
-Added a sign to somewhat block a huge sightline from the ramps.
-Added some lamps to allow Scouts to jump up onto the dingleberry.
-Added some turbines to the flank room.
Account Details | |
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SteamID64 | 76561198009908416 |
SteamID3 | [U:1:49642688] |
SteamID32 | STEAM_0:0:24821344 |
Country | United States |
Signed Up | March 7, 2016 |
Last Posted | March 29, 2016 at 12:16 AM |
Posts | 5 (0 per day) |
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Updated
-changed the cap point
-Changed the crates from under the cap to ramps
-smoothed out a couple corners
-raised the "Dingleberry", and changed its health pack to a medium
-changed some of the cover on upper
-lowered one of the glass boxes to create another path under the point.
Having the capture point made like that seems really awful and one-dimensional for fighting, since it revolves around anyone capping to give away any sort of better positioning and be planted on the point, alongside splash or a little knock back knocking them into a pit and punishing them rather than rewarding them for playing the objective.
At this point I'm going to redo the cap point before playtesting.
marioYou could try lowering the green area down to open open the point while giving high ground a second level:
http://i.imgur.com/yaSLcn3.jpg
I really like this idea. Ill likey implement this after my rounds of playtesting the current version.
A small KOTH map designed for 6v6, where forward holds are discouraged due to the separation of the back areas, and the multiple entrances into mid. Shallow water in lower mid will allow for escapes from fights taking place above, as well as provide a boost for jumping. Rollouts are extremely important, as a fast team can easily take advantageous positions before the other team steps into mid if they are too slow. When defending, knowing where the enemy is at all times is vastly more important than in other KOTH maps, as a sneaky team could completely flank a defending team that isn't paying attention. However, holding all the entrances can spread the team thin if done wrong.
Hopefully, the layout will allow for more strategy then in the DM centered games of conventional KOTH maps.
Changes from V11 to V12:
-Textures! The art pass has begun!
-Fixed an annoying ramp going into lobby that could could easily catch players.
-Changed the positioning of some props so deny snipers from jumping up onto the glass box.
-Added a sign to somewhat block a huge sightline from the ramps.
-Added some lamps to allow Scouts to jump up onto the dingleberry.
-Added some turbines to the flank room.
Screenshots:
http://imgur.com/a/BvWw3
Download:
http://www.mediafire.com/download/jaa9bvud8r608hh/koth_jolt_v12.zip
I also have a server that is constantly running the map if you wan to quickly jump in and try it out.
IP: 68.232.166.69:27015
Note: Only the Blue side is detailed at this stage.
Thanks to FazerGS for the art pass help.