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koth_harvest edit
1
#1
0 Frags +

DOWNLOAD
current version: koth_harvest_final_test3 12/11/23

Original map by Sean "Heyo" Cutino

Just wanted to mess around with some ideas I had for Harvest. Reach out to me on steam or discord(daltonfish) if you have any questions or feedback. All changes are only on red side for now so this isn't currently playable.

[url=https://drive.google.com/file/d/1nqq45EGWmH4UwmsFitYC9hnleN2SJObY/view?usp=sharing]DOWNLOAD[/url]
current version: koth_harvest_final_test3 12/11/23

Original map by Sean "[url=https://steamcommunity.com/id/well4367]Heyo[/url]" Cutino

Just wanted to mess around with some ideas I had for Harvest. Reach out to me on [url=https://steamcommunity.com/id/folkstar/]steam[/url] or discord(daltonfish) if you have any questions or feedback. All changes are only on red side for now so this isn't currently playable.
2
#2
4 Frags +

map screenshots since OP didn't provide any

Show Content
map screenshots since OP didn't provide any

[spoiler][img]https://i.imgur.com/FDdpezk.jpg[/img]
[img]https://i.imgur.com/e3W2wXK.jpg[/img]
[img]https://i.imgur.com/wAvTYkm.jpg[/img]
[img]https://i.imgur.com/z8X320H.jpg[/img]
[img]https://i.imgur.com/8wLafQ0.jpg[/img]
[img]https://i.imgur.com/xtDc4cN.jpg[/img][/spoiler]
3
#3
-1 Frags +

lol ty, ceebs posting ss still changing things quite a bit

lol ty, ceebs posting ss still changing things quite a bit
4
#4
0 Frags +

DOWNLOAD
new verison: koth_harvest_final_test3 12/11/23

adds a side room to the point and some other minor things

[url=https://drive.google.com/file/d/1nqq45EGWmH4UwmsFitYC9hnleN2SJObY/view?usp=sharing]DOWNLOAD[/url]
new verison: koth_harvest_final_test3 12/11/23

adds a side room to the point and some other minor things
5
#5
-14 Frags +

these changes are horrible imo

these changes are horrible imo
6
#6
11 Frags +
-snowthese changes are horrible imo

would love to hear why you think that so I can make less horrible changes in the future!

[quote=-snow]these changes are horrible imo[/quote]
would love to hear why you think that so I can make less horrible changes in the future!
7
#7
5 Frags +
xobilewould love to hear why you think that so I can make less horrible changes in the future!

not a fan of long and narrow hallways, you've taken away the open spaces that players enjoy jumping around and fighting on in favor of cluttering the map with these. reminds me of 2fort.

[quote=xobile]would love to hear why you think that so I can make less horrible changes in the future![/quote]

not a fan of long and narrow hallways, you've taken away the open spaces that players enjoy jumping around and fighting on in favor of cluttering the map with these. reminds me of 2fort.
8
#8
3 Frags +
-snowxobilewould love to hear why you think that so I can make less horrible changes in the future!
not a fan of long and narrow hallways, you've taken away the open spaces that players enjoy jumping around and fighting on in favor of cluttering the map with these. reminds me of 2fort.

i don't know if xobile is doing this to make harvest a competitive map, but in that case the mentioned changes might've been done to make the map more like product or other 6s-played koth maps, have separation between the fight area and spawn area. though i think due to the nature of harvest's layout it will never be a map playable in 6s without completely changing what makes it harvest in the first place

[quote=-snow][quote=xobile]would love to hear why you think that so I can make less horrible changes in the future![/quote]

not a fan of long and narrow hallways, you've taken away the open spaces that players enjoy jumping around and fighting on in favor of cluttering the map with these. reminds me of 2fort.[/quote]
i don't know if xobile is doing this to make harvest a competitive map, but in that case the mentioned changes might've been done to make the map more like product or other 6s-played koth maps, have separation between the fight area and spawn area. though i think due to the nature of harvest's layout it will never be a map playable in 6s without completely changing what makes it harvest in the first place
9
#9
1 Frags +
buud-snowxobilewould love to hear why you think that so I can make less horrible changes in the future!
not a fan of long and narrow hallways, you've taken away the open spaces that players enjoy jumping around and fighting on in favor of cluttering the map with these. reminds me of 2fort.
i don't know if xobile is doing this to make harvest a competitive map, but in that case the mentioned changes might've been done to make the map more like product or other 6s-played koth maps, have separation between the fight area and spawn area. though i think due to the nature of harvest's layout it will never be a map playable in 6s without completely changing what makes it harvest in the first place

I think snow's points are true even for a casual map, a big part of why harvest is great is how much variety you get in play experience due to the varying terrain even though the map is small, the larger buildings and bridge definitely limit the possible engagements you can get into (especially as a soldier/demo/sniper)

[quote=buud][quote=-snow][quote=xobile]would love to hear why you think that so I can make less horrible changes in the future![/quote]

not a fan of long and narrow hallways, you've taken away the open spaces that players enjoy jumping around and fighting on in favor of cluttering the map with these. reminds me of 2fort.[/quote]
i don't know if xobile is doing this to make harvest a competitive map, but in that case the mentioned changes might've been done to make the map more like product or other 6s-played koth maps, have separation between the fight area and spawn area. though i think due to the nature of harvest's layout it will never be a map playable in 6s without completely changing what makes it harvest in the first place[/quote]
I think snow's points are true even for a casual map, a big part of why harvest is great is how much variety you get in play experience due to the varying terrain even though the map is small, the larger buildings and bridge definitely limit the possible engagements you can get into (especially as a soldier/demo/sniper)
10
#10
-1 Frags +
-snownot a fan of long and narrow hallways, you've taken away the open spaces that players enjoy jumping around and fighting on in favor of cluttering the map with these. reminds me of 2fort.

most of the map is still quite open with the only main narrow hallway being added being the catwalk which is definitely a bit movement intrusive but im curious to see how it plays in practice. the only other long narrow hallway is inside the main house (which is part of stock harvest) and will probably be removed since another more direct route has been added.

a side effect of trying to remove sniper headglitching over the entire roof was that projectile classes can't jump over the roof anymore and im fine with this since it's kind of dumb being able to do one jump and seeing the entire map. i think sniper still has free real estate over the map since most of the long sightlines haven't been removed.

buudi don't know if xobile is doing this to make harvest a competitive map, but in that case the mentioned changes might've been done to make the map more like product or other 6s-played koth maps, have separation between the fight area and spawn area. though i think due to the nature of harvest's layout it will never be a map playable in 6s without completely changing what makes it harvest in the first place

the main goal was just to test changes that i thought were interesting with most things being done to:
a. make the map less sniper dominated
b. less chokey and projectile spammy
c. less flat and empty
i think i've succeeded in terms of those goals but there's still a bit i want to change (mainly spawns). after showing the changes to some people and just walking around the map myself i don't think it would work well for sixes but i think it could be a fun highlander koth map similar to warmtic.

dbkI think snow's points are true even for a casual map, a big part of why harvest is great is how much variety you get in play experience due to the varying terrain even though the map is small, the larger buildings and bridge definitely limit the possible engagements you can get into (especially as a soldier/demo/sniper)

i disagree with the varying terrain, the map is genuinely very flat and most of what ive done adds height imo. soldier and demo definitely feel a bit more restricted and im not completely sure how to address that atm. i think my changes overall give way more opportunities to other classes as before the map was just heavily sniper dominated.

[quote=-snow]not a fan of long and narrow hallways, you've taken away the open spaces that players enjoy jumping around and fighting on in favor of cluttering the map with these. reminds me of 2fort.[/quote]
most of the map is still quite open with the only main narrow hallway being added being the catwalk which is definitely a bit movement intrusive but im curious to see how it plays in practice. the only other long narrow hallway is inside the main house (which is part of stock harvest) and will probably be removed since another more direct route has been added.

a side effect of trying to remove sniper headglitching over the entire roof was that projectile classes can't jump over the roof anymore and im fine with this since it's kind of dumb being able to do one jump and seeing the entire map. i think sniper still has free real estate over the map since most of the long sightlines haven't been removed.

[quote=buud]
i don't know if xobile is doing this to make harvest a competitive map, but in that case the mentioned changes might've been done to make the map more like product or other 6s-played koth maps, have separation between the fight area and spawn area. though i think due to the nature of harvest's layout it will never be a map playable in 6s without completely changing what makes it harvest in the first place[/quote]
the main goal was just to test changes that i thought were interesting with most things being done to:
a. make the map less sniper dominated
b. less chokey and projectile spammy
c. less flat and empty
i think i've succeeded in terms of those goals but there's still a bit i want to change (mainly spawns). after showing the changes to some people and just walking around the map myself i don't think it would work well for sixes but i think it could be a fun highlander koth map similar to warmtic.

[quote=dbk]I think snow's points are true even for a casual map, a big part of why harvest is great is how much variety you get in play experience due to the varying terrain even though the map is small, the larger buildings and bridge definitely limit the possible engagements you can get into (especially as a soldier/demo/sniper)[/quote]
i disagree with the varying terrain, the map is genuinely very flat and most of what ive done adds height imo. soldier and demo definitely feel a bit more restricted and im not completely sure how to address that atm. i think my changes overall give way more opportunities to other classes as before the map was just heavily sniper dominated.
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