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koth_jolt
1
#1
0 Frags +

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.

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:
[url=http://imgur.com/a/BvWw3]http://imgur.com/a/BvWw3[/url]

Download:
[url=http://www.mediafire.com/download/jaa9bvud8r608hh/koth_jolt_v12.zip]http://www.mediafire.com/download/jaa9bvud8r608hh/koth_jolt_v12.zip[/url]

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.
2
#2
11 Frags +

That midpoint looks awful, don't have an ultiduo_baloo spire in the center

That midpoint looks awful, don't have an ultiduo_baloo spire in the center
3
#3
0 Frags +
NabernizerA 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. Most of the fighting should be contained at mid, which should allow for some fast paced gameplay where combat is near constant.

This is my first map. For the most part, the layout is done and I'd like to get some feedback. I've playtested earlier versions on TF2Center, and received generally positive statements about it's differences from conventional KOTH maps.

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

Download:
http://www.mediafire.com/download/q3y6xkqy5xikkda/koth_jolt_v10.zip

that mid. OOOF. falling off will make in 100% impossible to live during a fight.

[quote=Nabernizer]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. Most of the fighting should be contained at mid, which should allow for some fast paced gameplay where combat is near constant.

This is my first map. For the most part, the layout is done and I'd like to get some feedback. I've playtested earlier versions on TF2Center, and received generally positive statements about it's differences from conventional KOTH maps.

Screenshots:
[url=http://imgur.com/a/YGpTn]http://imgur.com/a/YGpTn[/url]

Download:
[url=http://www.mediafire.com/download/q3y6xkqy5xikkda/koth_jolt_v10.zip]http://www.mediafire.com/download/q3y6xkqy5xikkda/koth_jolt_v10.zip[/url][/quote]
that mid. OOOF. falling off will make in 100% impossible to live during a fight.
4
#4
2 Frags +

interesting ideas but everything looks really awkward on the map right now

interesting ideas but everything looks really awkward on the map right now
5
#5
6 Frags +

the only koth map where you want to play soldier and not scout

the only koth map where you want to play soldier and not scout
6
#6
-7 Frags +

This map is for racists

This map is for racists
7
#7
newbie.tf
12 Frags +

why is the air conditioner inside...?

why is the air conditioner inside...?
8
#8
-16 Frags +
KevinIsPwnwhy is the air conditioner inside...?

Cause your mom doesnt love you. Now you're gonna need that air conditioner

[quote=KevinIsPwn]why is the air conditioner inside...?[/quote] Cause your mom doesnt love you. Now you're gonna need that air conditioner
9
#9
13 Frags +

This guy gave you a map and you gave him a garbage thread, what's going on?

This guy gave you a map and you gave him a garbage thread, what's going on?
10
#10
-2 Frags +

near constant fighting is not an indicator of a good map

i would like to hear any counter arguments thanks

near constant fighting is not an indicator of a good map

i would like to hear any counter arguments thanks
11
#11
5 Frags +

Mid looks interesting. Right now it's way to constrictive around the point. Make sure you can cap the point by standing on the low ground as well, like the entire white ground. The thing hanging down looks out of place but maybe you could make it work. Need more variation on the high ground.

You 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

Mid looks interesting. Right now it's way to constrictive around the point. Make sure you can cap the point by standing on the low ground as well, like the entire white ground. The thing hanging down looks out of place but maybe you could make it work. Need more variation on the high ground.

You could try lowering the green area down to open open the point while giving high ground a second level:
[img]http://i.imgur.com/yaSLcn3.jpg[/img]
12
#12
5 Frags +
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.

[quote=mario]You could try lowering the green area down to open open the point while giving high ground a second level:
[img]http://i.imgur.com/yaSLcn3.jpg[/img][/quote]
I really like this idea. Ill likey implement this after my rounds of playtesting the current version.
13
#13
3 Frags +

sightlines

[b]sightlines[/b]
14
#14
4 Frags +

make the area around the point bigger it looks so cramped

make the area around the point bigger it looks so cramped
15
#15
2 Frags +

it's really dark

it's really dark
16
#16
4 Frags +

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.

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.
17
#17
0 Frags +
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.

[quote]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.[/quote]
At this point I'm going to redo the cap point before playtesting.
18
#18
3 Frags +

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.

[u]Updated[/u]
-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.
19
#19
0 Frags +

still needs a lot of work on sightlines
cap looks better but needs playtesting

still needs a lot of work on sightlines
cap looks better but needs playtesting
20
#20
2 Frags +

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.

[u]Updated[/u]
-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.
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