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koth_ramjam_reborn
1
#1
0 Frags +

https://i.imgur.com/Tum0Myn.jpg

A remake of ramjam but this time its not so god-awfully oversized. Originally this was started in like 2017 but never got around to working on it more, but since OzFortress showed some interest in trying out ramjam again I decided to give it another go.

Feedback welcome, currently a6.

Download (a6)
Images of changes (a6)

[img]https://i.imgur.com/Tum0Myn.jpg[/img]

A remake of ramjam but this time its not so god-awfully oversized. Originally this was started in like 2017 but never got around to working on it more, but since OzFortress showed some interest in trying out ramjam again I decided to give it another go.

Feedback welcome, currently a6.

[url=https://tf2maps.net/downloads/ramjam-reborn.13051/download]Download (a6) [/url]
[url=https://imgur.com/a/PD36jHn]Images of changes (a6)[/url]
2
#2
koth_product
-20 Frags +

ram me daddy, fill me with your hot jam

ram me daddy, fill me with your hot jam
3
#3
3 Frags +

a4

-moved the spawns away from the point and extended the size of lobby
-rised spawns higher to reduce the possibility of spawn camping
-switched the door to the balcony around to shorten some nasty sightlines
-removed the 2nd smaller shutter from garage, as it really served no purpose

a4

-moved the spawns away from the point and extended the size of lobby
-rised spawns higher to reduce the possibility of spawn camping
-switched the door to the balcony around to shorten some nasty sightlines
-removed the 2nd smaller shutter from garage, as it really served no purpose
4
#4
TFCL
4 Frags +

I am legitimately excited for the revival of ramjam. Was talking about this map about a week ago, and then boom, Jusa outta nowhere.

I am legitimately excited for the revival of ramjam. Was talking about this map about a week ago, and then boom, Jusa outta nowhere.
5
#5
17 Frags +
Fubarram me daddy, fill me with your hot jam

https://cdn.frankerfacez.com/emoticon/660211/4

[quote=Fubar]ram me daddy, fill me with your hot jam[/quote]
[img]https://cdn.frankerfacez.com/emoticon/660211/4[/img]
6
#6
2 Frags +

a5

-redesigned the left flank door leading to house with a high ground cliff thing, this should make the entire flow of the map less hectic as the geometry now funnels players towards the point and you are actually able to take cover inside the houses, this should also make un-noticed flanks much more infrequent
-moved pickups into safer fall back positions and adjusted their sizes
-added small health pickups on the mid cubbies to encourage jump classes to use them
-added some more cover around the cap
-slightly adjusted the signs on the cap to allow scouts to jump on the shack roofs easier
-widened the main ramp to the cap and smoothed it out some

a5

-redesigned the left flank door leading to house with a high ground cliff thing, this should make the entire flow of the map less hectic as the geometry now funnels players towards the point and you are actually able to take cover inside the houses, this should also make un-noticed flanks much more infrequent
-moved pickups into safer fall back positions and adjusted their sizes
-added small health pickups on the mid cubbies to encourage jump classes to use them
-added some more cover around the cap
-slightly adjusted the signs on the cap to allow scouts to jump on the shack roofs easier
-widened the main ramp to the cap and smoothed it out some
7
#7
3 Frags +

a6

-fixed big boi shutter clipping issue
-moved the left side ramp up to cliff a bit and added some cover to it, this should allow players to rotate to cliff much more safely
-simplified the right side hallway and dropdrown room by combining them into one space, as there was really no reason to have them separate
-added tiny ledges to the left side after the cliff that scouts may use to jump up top to the cubbies, these are mostly to test if scout players even want to have access up there
-added resuply cabinets back to blue spawn, no idea where those disappeared to

Okay I'm done pumping out new versions like a maniac

a6

-fixed big boi shutter clipping issue
-moved the left side ramp up to cliff a bit and added some cover to it, this should allow players to rotate to cliff much more safely
-simplified the right side hallway and dropdrown room by combining them into one space, as there was really no reason to have them separate
-added tiny ledges to the left side after the cliff that scouts may use to jump up top to the cubbies, these are mostly to test if scout players even want to have access up there
-added resuply cabinets back to blue spawn, no idea where those disappeared to

Okay I'm done pumping out new versions like a maniac
8
#8
-10 Frags +
Fubarram me daddy, fill me with your hot jam

Is your name a reference to those illegal movies?

[quote=Fubar]ram me daddy, fill me with your hot jam[/quote]
Is your name a reference to those illegal movies?
9
#9
1 Frags +

you should add a window to the cubbies that can be shot through into the house, to prevent bunkering against 4mans like on clearcut from being so powerful

you should add a window to the cubbies that can be shot through into the house, to prevent bunkering against 4mans like on clearcut from being so powerful
10
#10
8 Frags +

Currently there's no jam, 4/10.

Currently there's no jam, 4/10.
11
#11
0 Frags +

beast map

beast map
12
#12
1 Frags +

My favorite koth map from the UGC days. The changes definitely look very interesting for sure! Keep up the good work!

My favorite koth map from the UGC days. The changes definitely look very interesting for sure! Keep up the good work!
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