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koth_govan
1
#1
0 Frags +

Download - https://tf2maps.net/downloads/koth_govan.17062/
Screenshots - See above
Game mode - 6v6

Koth map designed for competitive play, I'm updating this map based on feedback from the community.

So far playtests in tf2maps (casually) have been a success. Some feedback from zhern & verkle, some scrims against low/mid teams (thanks especially to ziggokill and his teammates) alongside the tf2 mapping community. I tried to use a lot of height differences and flank routes which should make the map very interesting to play.

Let me know what you think!

Download - https://tf2maps.net/downloads/koth_govan.17062/
Screenshots - See above
Game mode - 6v6

Koth map designed for competitive play, I'm updating this map based on feedback from the community.

So far playtests in tf2maps (casually) have been a success. Some feedback from zhern & verkle, some scrims against low/mid teams (thanks especially to ziggokill and his teammates) alongside the tf2 mapping community. I tried to use a lot of height differences and flank routes which should make the map very interesting to play.

Let me know what you think!
2
#2
4 Frags +

Very good map promo video, A+.

Very good map promo video, A+.
3
#3
3 Frags +

govan fleeto number wan keemon

govan fleeto number wan keemon
4
#4
3 Frags +

Very good map XS, you make scotland proud.

Very good map XS, you make scotland proud.
5
#5
12 Frags +

can anyone translate the map review to english or finnish please

can anyone translate the map review to english or finnish please
6
#6
2 Frags +

Thanks for the support troops. Would also like to add that the map is going to be playtested in the CM Mixes map testing group. There is already a thread open for this but I will provide an invite here if you're interested in playing.
https://www.teamfortress.tv/64156/6v6-map-testing-pugs
https://discord.gg/syvANv3Zpw

Thanks for the support troops. Would also like to add that the map is going to be playtested in the CM Mixes map testing group. There is already a thread open for this but I will provide an invite here if you're interested in playing.
https://www.teamfortress.tv/64156/6v6-map-testing-pugs
https://discord.gg/syvANv3Zpw
7
#7
1 Frags +

koth_govan_a11 update

a11

General

  • Removed a large amount of outdoor lighting that was no longer necessary

Mid

  • Lowered both roofs on mid
  • Reduced the angle of the further back roof
  • Moved small health and medium ammo behind the point up slightly to avoid blocking teleporters
  • Adding missing pillars to chicken wire building
  • Added crates inside the chicken wire building
  • Fixed misaligned textures in upper area behind point
  • Sealed up the temporary fence at the upper area behind point
  • Fixed misaligned textures on the roofs on the building above the upper area behind point

Staging Area

  • Fixed floating lights in cubby holes
  • Fixed misaligned textures under the point
  • Added missing textures under the point
  • Fixed asymmetrical displacement

Spawn

  • Reworked the right exit from spawn
koth_govan_a11 update

a11

General
[list]
[*] Removed a large amount of outdoor lighting that was no longer necessary
[/list]
Mid
[list]
[*]Lowered both roofs on mid
[*]Reduced the angle of the further back roof
[*]Moved small health and medium ammo behind the point up slightly to avoid blocking teleporters
[*]Adding missing pillars to chicken wire building
[*]Added crates inside the chicken wire building
[*]Fixed misaligned textures in upper area behind point
[*]Sealed up the temporary fence at the upper area behind point
[*]Fixed misaligned textures on the roofs on the building above the upper area behind point
[/list]
Staging Area
[list]
[*]Fixed floating lights in cubby holes
[*]Fixed misaligned textures under the point
[*]Added missing textures under the point
[*]Fixed asymmetrical displacement
[/list]
Spawn
[list]
[*]Reworked the right exit from spawn
[/list]
8
#8
1 Frags +

koth_govan_a12 update

a12

General

  • Decreased cap time by 2 seconds (10s>8s)

Mid

  • Added window above drop down to allow vision to players hiding in the corners or camping above drop down
  • Fixed misaligned texture on ramps
  • Made door frames thinner at choke

Staging area

  • Fixed misaligned window textures
  • Fixed misaligned texture on flower bed
  • Replaced ramps with stairs on concrete
  • Redone blockbullet clips on conveyer belt
  • Applied nodraw that should have already been on some brushes

Spawn

  • Fixed misaligned window textures
  • Fixed blu textures on red side above spawn
koth_govan_a12 update

a12

General
[list]
[*] Decreased cap time by 2 seconds (10s>8s)
[/list]
Mid
[list]
[*]Added window above drop down to allow vision to players hiding in the corners or camping above drop down
[*]Fixed misaligned texture on ramps
[*]Made door frames thinner at choke
[/list]
Staging area
[list]
[*]Fixed misaligned window textures
[*]Fixed misaligned texture on flower bed
[*]Replaced ramps with stairs on concrete
[*]Redone blockbullet clips on conveyer belt
[*]Applied nodraw that should have already been on some brushes
[/list]
Spawn
[list]
[*]Fixed misaligned window textures
[*]Fixed blu textures on red side above spawn
[/list]
9
#9
1 Frags +

May have forgotten to post a13 & a14 so both are in the same message here.
This (a14) is likely the last version to be posted until after the next 6v6 season (Spring 2024/Season 47). Reason for this is to give admins a stable version, if they would like to include it in preseason cup, and so I can focus on other things while collecting as much data as possible on a14.

koth_govan_a13 update

a13

General

  • Optimisation improvements - area portals and skybox closed off at spawn
  • Removed some unnecessary clip brushes

Mid

  • Added prop-jump to ledge
  • Opened chicken-wire building next to ledge

Staging Area

  • Removed concrete flank route

koth_govan a14 update

a14

General

  • Reduced brush count across map

Mid

  • Reworked the area under point

Staging Area

  • Fixed seams between displacement and ramps
  • Extended the left tower (attacking pov)

Spawn

  • Fixed missing texture on red doorways to concrete
  • Reworked spawn building to improve rollout
May have forgotten to post a13 & a14 so both are in the same message here.
This (a14) is likely the last version to be posted until after the next 6v6 season (Spring 2024/Season 47). Reason for this is to give admins a stable version, if they would like to include it in preseason cup, and so I can focus on other things while collecting as much data as possible on a14.

[u]koth_govan_a13 update[/u]

[b]a13[/b]

General
[list]
[*]Optimisation improvements - area portals and skybox closed off at spawn
[*] Removed some unnecessary clip brushes
[/list]

Mid
[list]
[*]Added prop-jump to ledge
[*]Opened chicken-wire building next to ledge
[/list]

Staging Area
[list]
[*]Removed concrete flank route
[/list]

[u]koth_govan a14 update[/u]

[b]a14[/b]

General
[list]
[*]Reduced brush count across map
[/list]

Mid
[list]
[*]Reworked the area under point
[/list]

Staging Area
[list]
[*]Fixed seams between displacement and ramps
[*]Extended the left tower (attacking pov)
[/list]

Spawn
[list]
[*]Fixed missing texture on red doorways to concrete
[*]Reworked spawn building to improve rollout
[/list]
10
#10
1 Frags +

Small update with some optimisations and fixes uncovered over the last month.

koth_govan_a15 update

General

  • Removed light props across the map that were no longer needed

Mid

  • Added func_nobuild on top of the roofs around point

Staging Area

  • Added func_nobuild on top of the pipe
  • Fixed missing patches at health and ammo in shithouse
  • Fixed missing stair at the stairs to concrete

Spawn

  • Fixed misaligned displacement
  • Fixed door clipping into the wall above it
  • Added clipping to the pathway at the left exit from spawn
  • Opened up the path leaving the left exit to allow better rollouts
Small update with some optimisations and fixes uncovered over the last month.

koth_govan_a15 update

General
[list]
[*] Removed light props across the map that were no longer needed
[/list]

Mid
[list]
[*] Added func_nobuild on top of the roofs around point
[/list]

Staging Area
[list]
[*] Added func_nobuild on top of the pipe
[*] Fixed missing patches at health and ammo in shithouse
[*] Fixed missing stair at the stairs to concrete
[/list]

Spawn
[list]
[*] Fixed misaligned displacement
[*] Fixed door clipping into the wall above it
[*] Added clipping to the pathway at the left exit from spawn
[*] Opened up the path leaving the left exit to allow better rollouts
[/list]
11
#11
2 Frags +

BETA !!!
Pretty screenshots - https://tf2maps.net/downloads/govan.17062/

===============================

General

  • Fixed some textures being on the wrong side
  • Added out of bounds areas (Alleyways, Canal, Main Street etc)
  • Adjusted displacements across the map
  • Artpassed the map

Spawn

  • Tucked in cubby hole at left exit from spawn staging area
  • Changed truck to rocks
  • Added an enclave under the balcony next to the middle exit
  • Extended the roofs above the exits leaving the spawn staging area so they are aligned better
  • Changed doorways at the right exit of the spawn staging area and added clutter inside
  • Added AWESOME WATERFALL
  • The left exit of the spawn staging area is now indoors, with a big door.

Mid

  • Changed the fence next to choke to a broken roof
  • Changed the choke entrance slightly while detailing
  • Added a ledge to the left building from choke

Staging Area

  • Added a wall to the fence on the left side
  • Changed the fences on the right to a hedge/wall showing off the new canal, which will change the size of this area slightly
  • Added a Duke of Wellington tribute

Under Mid

  • Added an out of bounds sewer entrance
  • Changed the big crates for water machinery
  • Added an archway to the entrance to the area under the point
BETA !!!
Pretty screenshots - https://tf2maps.net/downloads/govan.17062/

===============================

General
[list]
[*]Fixed some textures being on the wrong side
[*]Added out of bounds areas (Alleyways, Canal, Main Street etc)
[*]Adjusted displacements across the map
[*]Artpassed the map
[/list]

Spawn
[list]
[*]Tucked in cubby hole at left exit from spawn staging area
[*]Changed truck to rocks
[*]Added an enclave under the balcony next to the middle exit
[*]Extended the roofs above the exits leaving the spawn staging area so they are aligned better
[*]Changed doorways at the right exit of the spawn staging area and added clutter inside
[*]Added AWESOME WATERFALL
[*]The left exit of the spawn staging area is now indoors, with a big door.
[/list]

Mid
[list]
[*]Changed the fence next to choke to a broken roof
[*]Changed the choke entrance slightly while detailing
[*]Added a ledge to the left building from choke
[/list]

Staging Area
[list]
[*]Added a wall to the fence on the left side
[*]Changed the fences on the right to a hedge/wall showing off the new canal, which will change the size of this area slightly
[*]Added a Duke of Wellington tribute
[/list]

Under Mid
[list]
[*]Added an out of bounds sewer entrance
[*]Changed the big crates for water machinery
[*]Added an archway to the entrance to the area under the point
[/list]
12
#12
Fireside Casts
0 Frags +

Oo good to see this map being actively updated! Might run some playtests on Fireside and see if we can gather some feedback for you :)

Oo good to see this map being actively updated! Might run some playtests on Fireside and see if we can gather some feedback for you :)
13
#13
1 Frags +
siyoOo good to see this map being actively updated! Might run some playtests on Fireside and see if we can gather some feedback for you :)

Thanks for the interest in the map, very excited to see how the games go. The map is already on serveme under the name koth_govan_b2 (very specific as there is other versions of the map on serveme).
Let me know if you have any questions before running playtests and all feedback can be left in this thread, thanks.

[quote=siyo]Oo good to see this map being actively updated! Might run some playtests on Fireside and see if we can gather some feedback for you :)[/quote]
Thanks for the interest in the map, very excited to see how the games go. The map is already on serveme under the name [b]koth_govan_b2[/b] (very specific as there is other versions of the map on serveme).
Let me know if you have any questions before running playtests and all feedback can be left in this thread, thanks.
14
#14
1 Frags +

missed opportunity to make blus spawn the louden tavern tbh.

missed opportunity to make blus spawn the louden tavern tbh.
15
#15
1 Frags +
plunkmissed opportunity to make blus spawn the louden tavern tbh.

dw mate custoom assets will arrive in later beta versions, blue lagoon is another one thats gotta be in though.

[quote=plunk]missed opportunity to make blus spawn the louden tavern tbh.[/quote]

dw mate custoom assets will arrive in later beta versions, blue lagoon is another one thats gotta be in though.
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