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KOTH Sandstone
1
#1
2 Frags +

Lates version: _pro_rc1

http://i.imgur.com/0l84z0j.jpg

Sandstone is a King of the Hill map set at an Egyptian shrine. Redmond and Blutarch both believe there to be an Australium like substance in the center below a large slab of sandstone, but neither are willing to share it!

This map focuses on a more open layout, with long sightlines, multiple viewpoints and A LOT of flanking opportunities. Making it perfect for 6v6

Big thanks to everyone over at tf2maps.net for helping it through the 9 month development process before going pro

Has been featured in the maincall.tf cup and EVL Gaming Winter Battle Royale with nothing but positive reviews!

Imgur album

B18 download: https://www.dropbox.com/s/nyr0reew0tf9mye/koth_sandstone_pro_b18.bsp.bz2?dl=0
B19: https://www.dropbox.com/s/tvsys2uef15qsme/koth_sandstone_pro_b19.bsp.bz2?dl=0
RC1 Download: http://forums.tf2maps.net/downloads.php?do=file&id=6034

[SIZE="5"][B]Lates version: _pro_rc1[/B][/SIZE]

[img]http://i.imgur.com/0l84z0j.jpg[/img]

Sandstone is a King of the Hill map set at an Egyptian shrine. Redmond and Blutarch both believe there to be an Australium like substance in the center below a large slab of sandstone, but neither are willing to share it!

This map focuses on a more open layout, with long sightlines, multiple viewpoints and A LOT of flanking opportunities. Making it perfect for 6v6

Big thanks to everyone over at tf2maps.net for helping it through the 9 month development process before going pro

Has been featured in the maincall.tf cup and EVL Gaming Winter Battle Royale with nothing but positive reviews!

[url=http://imgur.com/a/5VDsO]Imgur album[/url]

B18 download: https://www.dropbox.com/s/nyr0reew0tf9mye/koth_sandstone_pro_b18.bsp.bz2?dl=0
B19: https://www.dropbox.com/s/tvsys2uef15qsme/koth_sandstone_pro_b19.bsp.bz2?dl=0
RC1 Download: http://forums.tf2maps.net/downloads.php?do=file&id=6034
2
#2
8 Frags +

looks cool! good job!

looks cool! good job!
3
#3
14 Frags +

holy shit this looks like egypt but not terrible

will download and look around later

holy shit this looks like egypt but not terrible

will download and look around later
4
#4
2 Frags +

I'm not a fan of night time maps, simply because it can make seeing players a lot harder, but overall the map seems pretty fair. There are, however, a ton of ammo packs and medium healthpacks throughout the map. Maybe you could change these to small ammo packs/small health packs?

I'm not a fan of night time maps, simply because it can make seeing players a lot harder, but overall the map seems pretty fair. There are, however, a ton of ammo packs and medium healthpacks throughout the map. Maybe you could change these to small ammo packs/small health packs?
5
#5
6 Frags +

I like the design and I feel like it'd be a pretty fun map. The sightlines are less ridiculous than koth_bakeside_420 and the sniper can't escape quite as well.

From a competitive standpoint:
1. Map is too dark. Some people will complain even though I wouldn't personally mind. It's hard to know exactly what kind of monitor setup other people are running, so it's best to put visibility above aesthetics in a future competitive version.
2. There are too many angles a Sniper can see the whole point from, many of which give him an easy escape. My favorite is in the back of the square building, which keeps him fairly distant and gives him 3 good escape routes.
3. I feel like there are two many Medium Health kits close to the point. The defending team should have to leave the fight to get health.
4. There's way too much ammo on the point and not enough away from it. Defending engineers in Highlander are going to go to town with mini sentries, and I feel like they'd be viable with level 3s in 6s. Nobody wants Engineer to be viable.

I like the design and I feel like it'd be a pretty fun map. The sightlines are less ridiculous than koth_bakeside_420 and the sniper can't escape quite as well.

From a competitive standpoint:
1. Map is too dark. Some people will complain even though I wouldn't personally mind. It's hard to know exactly what kind of monitor setup other people are running, so it's best to put visibility above aesthetics in a future competitive version.
2. There are too many angles a Sniper can see the whole point from, many of which give him an easy escape. My favorite is in the back of the square building, which keeps him fairly distant and gives him 3 good escape routes.
3. I feel like there are two many Medium Health kits close to the point. The defending team should have to leave the fight to get health.
4. There's way too much ammo on the point and not enough away from it. Defending engineers in Highlander are going to go to town with mini sentries, and I feel like they'd be viable with level 3s in 6s. Nobody wants Engineer to be viable.
6
#6
0 Frags +

Thanks for all the comments!
By the way, there was some problems with saving overlays/decals so they wont be appearing in this version of Sandstone, but they definitely will be in the next version!

Thanks for all the comments!
By the way, there was some problems with saving overlays/decals so they wont be appearing in this version of Sandstone, but they definitely will be in the next version!
7
#7
4 Frags +

http://i.imgur.com/MoWchzy.jpg

Did a massive overhaul on the aesthetics over the last few months.
Have a look, it's a ton better than before.
Map is now in B9
Give it a download, you know you want to

[img]http://i.imgur.com/MoWchzy.jpg[/img]
Did a massive overhaul on the aesthetics over the last few months.
Have a look, it's a ton better than before.
Map is now in B9
[url=https://www.dropbox.com/s/cp71b7t2zr11nh7/koth_sandstone_b9.bsp]Give it a download, you know you want to[/url]
8
#8
1 Frags +

:O nice map.

I like night maps :) good job.

:O nice map.


I like night maps :) good job.
9
#9
2 Frags +

The public version of the map is released!
But Now begins work on the PRO version, which makes me ask. What changes should a map make in the pro version, and what specifically should happen to Sandstone?

The public version of the map is released!
But Now begins work on the PRO version, which makes me ask. What changes should a map make in the pro version, and what specifically should happen to Sandstone?
10
#10
2 Frags +

Looks pretty cool. I haven't played it yet so I can't tell what to change in a pro version

Looks pretty cool. I haven't played it yet so I can't tell what to change in a pro version
11
#11
6 Frags +
FantasmosThe public version of the map is released!
But Now begins work on the PRO version, which makes me ask. What changes should a map make in the pro version, and what specifically should happen to Sandstone?

Some things that come to mind are:

Make it daytime (or dusk/dawn).

Add an extra spawn exit to make dealing with spawn camping easier.

http://i.imgur.com/0pPeiwxl.jpg

:(

Make this a small ammo and small hp, there's currently too much ammo around mid and not enough HP on the left side (or maybe there's too much HP on the right side?)-

http://i.imgur.com/BfJSpzJl.jpg

Currently blu team has an advantage getting to this HP-

http://i.imgur.com/Fw0QUXXl.jpg

Replace these trees with something, maybe mid level platforms coming out of the walls to add some height variation to the mid. From a 6s perspective good mids are the ones with lots of height variation to play off-

http://i.imgur.com/4Lbe2DEl.jpg

Also have you considered adding a spire?

http://static-cdn.jtvnw.net/jtv_user_pictures/emoticon-2868-src-5a7a81bb829e1a4c-28x28.png

But seriously this map is looking awesome can't wait to play it.

[quote=Fantasmos]The public version of the map is released!
But Now begins work on the PRO version, which makes me ask. What changes should a map make in the pro version, and what specifically should happen to Sandstone?[/quote]
Some things that come to mind are:

Make it daytime (or dusk/dawn).

Add an extra spawn exit to make dealing with spawn camping easier.
[img]http://i.imgur.com/0pPeiwxl.jpg[/img] :(

Make this a small ammo and small hp, there's currently too much ammo around mid and not enough HP on the left side (or maybe there's too much HP on the right side?)-
[img]http://i.imgur.com/BfJSpzJl.jpg[/img]

Currently blu team has an advantage getting to this HP-
[img]http://i.imgur.com/Fw0QUXXl.jpg[/img]

Replace these trees with something, maybe mid level platforms coming out of the walls to add some height variation to the mid. From a 6s perspective good mids are the ones with lots of height variation to play off-
[img]http://i.imgur.com/4Lbe2DEl.jpg[/img]

Also have you considered adding a spire? [img]http://static-cdn.jtvnw.net/jtv_user_pictures/emoticon-2868-src-5a7a81bb829e1a4c-28x28.png[/img]

But seriously this map is looking awesome can't wait to play it.
12
#12
0 Frags +

This looks cool!

This looks cool!
13
#13
1 Frags +

Looks really nice! =)

Looks really nice! =)
14
#14
1 Frags +

Yeah dog this rules.

Yeah dog this rules.
15
#15
2 Frags +

Maybe make it a Day map but keep the night skybox? I love night maps in general but I don't want to kill the FPS for anyone else.

Maybe make it a Day map but keep the night skybox? I love night maps in general but I don't want to kill the FPS for anyone else.
16
#16
16 Frags +

Thanks for all the feedback, can't wait to get started on the pro variant.
As for those that wonder what it will look like in day-time.

http://i.imgur.com/e4M36Fj.png

Thanks for all the feedback, can't wait to get started on the pro variant.
As for those that wonder what it will look like in day-time.

[img]http://i.imgur.com/e4M36Fj.png[/img]
17
#17
4 Frags +

Both versions look wonderful, can't wait for the pro variant to come out.

Both versions look wonderful, can't wait for the pro variant to come out.
18
#18
4 Frags +

I just completed the trailer for it, so now I can go full force into the _pro edition!:

https://www.youtube.com/watch?v=uEd0yqI8KIM

Reddit Thread

I just completed the trailer for it, so now I can go full force into the _pro edition!: [youtube]https://www.youtube.com/watch?v=uEd0yqI8KIM[/youtube]
[url=http://redd.it/2b4jpy]Reddit Thread[/url]
19
#19
3 Frags +

http://puu.sh/ajhMe/5ca1581499.jpg

Are you guys ok with the lighting like this? Or would you prefer I use construction lights?

[img]http://puu.sh/ajhMe/5ca1581499.jpg[/img]
Are you guys ok with the lighting like this? Or would you prefer I use construction lights?
20
#20
1 Frags +

needs less red and more bright for the ultimate competitive balance

needs less red and more bright for the ultimate competitive balance
21
#21
6 Frags +

Doing a little touch ups:

http://puu.sh/ajqu4/70f43ed4c3.jpg

Also torches are toggle-able because they count as whether!

Doing a little touch ups:
[img]http://puu.sh/ajqu4/70f43ed4c3.jpg[/img]
Also torches are toggle-able because they count as whether!
22
#22
1 Frags +

dude you're so on top of this, you're the bomb

I haven't liked a maps "feel" so much in a long time, and I'm glad it's an egypt styled one. Thanks!

Hypehypehype for the pro version from myself, good luck!

dude you're so on top of this, you're the bomb

I haven't liked a maps "feel" so much in a long time, and I'm glad it's an egypt styled one. Thanks!

Hypehypehype for the pro version from myself, good luck!
23
#23
2 Frags +

Too dark, also I can easily hit the skybox with one jump on the point, it hurts.

Too dark, also I can easily hit the skybox with one jump on the point, it hurts.
24
#24
3 Frags +

ok, some issues i have with the map with a little more detail:

http://i.imgur.com/RB5Zlj4.jpg

this hump is annoying as hell for soldier rollouts, it should be completely flat to be rocket jump friendly. also that huge block is annoying as hell. I know it's supposed to limit sniper sightlines but you could easily do that by moving it further forwards. as it stands it's also a huge pain in the ass for rollouts.

http://i.imgur.com/rOU6vIW.jpg

this is the point at which i hit the skybox, i got here by just doing one jump on the point...

http://i.imgur.com/18n8Y40.jpg

being able to stand on that thing makes it an insane roamer/scout hiding spot; you shouldn't be able to stand up there imo.

ok, some issues i have with the map with a little more detail:

[img]http://i.imgur.com/RB5Zlj4.jpg[/img]
this hump is annoying as hell for soldier rollouts, it should be completely flat to be rocket jump friendly. also that huge block is annoying as hell. I know it's supposed to limit sniper sightlines but you could easily do that by moving it further forwards. as it stands it's also a huge pain in the ass for rollouts.


[img]http://i.imgur.com/rOU6vIW.jpg[/img]
this is the point at which i hit the skybox, i got here by just doing one jump on the point...


[img]http://i.imgur.com/18n8Y40.jpg[/img]
being able to stand on that thing makes it an insane roamer/scout hiding spot; you shouldn't be able to stand up there imo.
25
#25
6 Frags +

B1 PRERELEASE
Ok So I think i've fixed 90% of the intial problems with the map.
So i've decided to create a pre-release, just for walking around the map and giving pointers. This in NO WAY SHOULD BE PLAYED AGAINST PEOPLE, this should be strictly for looking around and testing skybox, rocket jumping, clipping etc.

The pre-release doesn't include
-Cubemaps
-Skybox (Please send a picture of how high you think it should be)
-Extra spawndoor on both sides (one is glitchy)

Please feedback:
Skybox height
How fast it runs
Visuals
Gameplay
Health+ammo Placement

Here is the download: https://www.dropbox.com/s/jkx66m71l62agm8/koth_sandstone_pro_prerelease.bsp
here are some pictures: Album link here

http://i.imgur.com/8laRwWS.jpg

Sight lines should also be fixed.
Have fun!

[size=16][b]B1 PRERELEASE[/b][/size]
Ok So I think i've fixed 90% of the intial problems with the map.
So i've decided to create a pre-release, just for walking around the map and giving pointers. This in NO WAY SHOULD BE PLAYED AGAINST PEOPLE, this should be strictly for looking around and testing skybox, rocket jumping, clipping etc.

The pre-release doesn't include
-Cubemaps
-Skybox (Please send a picture of how high you think it should be)
-Extra spawndoor on both sides (one is glitchy)

Please feedback:
Skybox height
How fast it runs
Visuals
Gameplay
Health+ammo Placement

Here is the download: https://www.dropbox.com/s/jkx66m71l62agm8/koth_sandstone_pro_prerelease.bsp
here are some pictures: [url=http://imgur.com/a/WAoJu]Album link here[/url]

[img]http://i.imgur.com/8laRwWS.jpg[/img]
Sight lines should also be fixed.
Have fun!
26
#26
3 Frags +

The first PRO version is now released!
Click here to download it

Better yet, here is the ip for my server(Sydney australia) That will be hosting it for a few days.
27.50.72.254:27055

All feedback is welcome and whatnot, even tear it to shreds.

The first PRO version is now released!
[url=https://www.dropbox.com/s/id6rk4lqir0sgir/koth_sandstone_pro_b1.bsp]Click here to download it[/url]

Better yet, here is the ip for my server(Sydney australia) That will be hosting it for a few days.
27.50.72.254:27055

All feedback is welcome and whatnot, even tear it to shreds.
27
#27
3 Frags +

Ubiquitous and I got some people together to play test the pro version of the map, and I streamed the matches on twitch, and saved the stream. The first couple games are all gold+ level players (I believe), and the next two are just open lobbies on tf2center, so they start out as even, good games, then get a bit more pubby towards the end. The first game was the closest. There are also plenty of comments afterwards, but Ubiquitous probably is summarizing the feedback for you already. Here's a link to the stream of it, plus notes on when the matches start and end within the stream.

http://www.twitch.tv/i_am_it/b/552649664

0:06:20-0:38:20 match 1 [log] (pyro pov) comments until 00:40:00 minutes or so
1:07:50-1:26:00 match 2 [log] (scout pov) comments until about 1:44:00
2:13:00-2:37:00 match 3 [log] (solly pov) comments until about 2:42:00
3:07:40-3:26:00 match 4 [log] (heavy pov) a couple comments and then I bunny hop the rest of the stream.

Ubiquitous and I got some people together to play test the pro version of the map, and I streamed the matches on twitch, and saved the stream. The first couple games are all gold+ level players (I believe), and the next two are just open lobbies on tf2center, so they start out as even, good games, then get a bit more pubby towards the end. The first game was the closest. There are also plenty of comments afterwards, but Ubiquitous probably is summarizing the feedback for you already. Here's a link to the stream of it, plus notes on when the matches start and end within the stream.

http://www.twitch.tv/i_am_it/b/552649664

0:06:20-0:38:20 match 1 [[url=http://logs.tf/389174?highlight=76561197970730460]log[/url]] (pyro pov) comments until 00:40:00 minutes or so
1:07:50-1:26:00 match 2 [[url=http://logs.tf/389220?highlight=76561197970730460]log[/url]] (scout pov) comments until about 1:44:00
2:13:00-2:37:00 match 3 [[url=http://logs.tf/389264?highlight=76561197970730460]log[/url]] (solly pov) comments until about 2:42:00
3:07:40-3:26:00 match 4 [[url=http://logs.tf/389283?highlight=76561197970730460]log[/url]] (heavy pov) a couple comments and then I bunny hop the rest of the stream.
28
#28
2 Frags +

Some findings (credit to everyone who joined in on the play test):

  • health packs need rearranging, and more ammo needs to be added. (specifics in later post)
  • remove some entrances to house to reduce flank classes' options (specifics in later post)
  • there are a few nasty, high-up solly camping spots (specifics in later post)
  • area outside spawn blocks spies from doing anything to buildings (picture in later post)
  • engineers can build in spawn currently (picture in later post)

Also, I'm curious about other people's opinions about the pillars on mid, but they are probably fine.

Some findings (credit to everyone who joined in on the play test):

[list]
[*] health packs need rearranging, and more ammo needs to be added. (specifics in later post)
[*] remove some entrances to house to reduce flank classes' options (specifics in later post)
[*] there are a few nasty, high-up solly camping spots (specifics in later post)
[*] area outside spawn blocks spies from doing anything to buildings (picture in later post)
[*] engineers can build in spawn currently (picture in later post)
[/list]

Also, I'm curious about other people's opinions about the pillars on mid, but they are probably fine.
29
#29
0 Frags +

Here's my comparison of ammo/health of ashville/viaduct/lakeside (doing from memory, correct if wrong), and my proposal for pro sandstone's ammo/health:

ASHVILLE | AMMO/HEALTH: 290/250
AMMO: 2 medium, 1 mini, 1 medium @ mid
HEALTH: 2 medium, 1 medium @ mid

LAKESIDE | AMMO/HEALTH: 280/241
AMMO: 2 mini, 1 medium, 1 large @ mid
HEALTH: 1 mini, 1 medium, 1 large @ mid

VIADUCT | AMMO/HEALTH: 250/220.5
AMMO: 2 medium, 1 medium @ mid
HEALTH: 2 medium, 1 mini @ mid

SANDSTONE | AMMO/HEALTH: 270/223.0
AMMO: 2 medium, 1 mini @ mid, 1 medium @ mid
HEALTH: 2 mini, 1 medium, 2 mini @ mid

Here's my comparison of ammo/health of ashville/viaduct/lakeside (doing from memory, correct if wrong), and my proposal for pro sandstone's ammo/health:

ASHVILLE | AMMO/HEALTH: 290/250
AMMO: 2 medium, 1 mini, 1 medium @ mid
HEALTH: 2 medium, 1 medium @ mid

LAKESIDE | AMMO/HEALTH: 280/241
AMMO: 2 mini, 1 medium, 1 large @ mid
HEALTH: 1 mini, 1 medium, 1 large @ mid

VIADUCT | AMMO/HEALTH: 250/220.5
AMMO: 2 medium, 1 medium @ mid
HEALTH: 2 medium, 1 mini @ mid

SANDSTONE | AMMO/HEALTH: 270/223.0
AMMO: 2 medium, 1 mini @ mid, 1 medium @ mid
HEALTH: 2 mini, 1 medium, 2 mini @ mid
30
#30
0 Frags +

Add medium ammo in house on floor. Edit: a common complaint was lack of dispensers, I believe the ammo pack here, and outside sandstone tunnel entrance (shown later) will be sufficient for engy to get their stuff built:

http://cloud-4.steampowered.com/ugc/47604646979882852/47F9051B704F7A4631D4309B78D4A9D1C85F3988/1024x768.resizedimage

Change medium health to small health in house. Edit: as a flank class, this was one of my favorite health kits, and allowed me to stay on the enemy's side, and do a lot of damage. That's why I think it should be reduced to a small health:

http://cloud-4.steampowered.com/ugc/47604646979692935/CD0F08343FCDD5161F281E98C91D4FBECC6980F2/1024x768.resizedimage

Add medium ammo next to medium health near sandstone tunnel entrance:

http://cloud-2.steampowered.com/ugc/47604646979692114/2213C8C19989CE075DC4E5781FFF12D5EFEAAACE/1024x768.resizedimage

Change medium ammo to small health in cave

http://cloud-4.steampowered.com/ugc/47604646979690889/4780F49E41DC82CFF3B8A6CFC880BF017EB22B2B/1024x768.resizedimage

Change medium ammo to small ammo in nook at mid

http://cloud-4.steampowered.com/ugc/47604646979693780/E70591B4974F8FE0426EF813FFDCEDF0A4DDAEB9/1024x768.resizedimage

Change medium health to medium ammo on platform at mid

http://cloud-4.steampowered.com/ugc/47604646979688812/0A3107837DE630A1D24FC918D86CC7F79B1FFCF9/1024x768.resizedimage

Add medium ammo in house on floor. Edit: a common complaint was lack of dispensers, I believe the ammo pack here, and outside sandstone tunnel entrance (shown later) will be sufficient for engy to get their stuff built:
[img]http://cloud-4.steampowered.com/ugc/47604646979882852/47F9051B704F7A4631D4309B78D4A9D1C85F3988/1024x768.resizedimage[/img]
Change medium health to small health in house. Edit: as a flank class, this was one of my favorite health kits, and allowed me to stay on the enemy's side, and do a lot of damage. That's why I think it should be reduced to a small health:
[img]http://cloud-4.steampowered.com/ugc/47604646979692935/CD0F08343FCDD5161F281E98C91D4FBECC6980F2/1024x768.resizedimage[/img]
Add medium ammo next to medium health near sandstone tunnel entrance:
[img]http://cloud-2.steampowered.com/ugc/47604646979692114/2213C8C19989CE075DC4E5781FFF12D5EFEAAACE/1024x768.resizedimage[/img]
Change medium ammo to small health in cave
[img]http://cloud-4.steampowered.com/ugc/47604646979690889/4780F49E41DC82CFF3B8A6CFC880BF017EB22B2B/1024x768.resizedimage[/img]
Change medium ammo to small ammo in nook at mid
[img]http://cloud-4.steampowered.com/ugc/47604646979693780/E70591B4974F8FE0426EF813FFDCEDF0A4DDAEB9/1024x768.resizedimage[/img]
Change medium health to medium ammo on platform at mid
[img]http://cloud-4.steampowered.com/ugc/47604646979688812/0A3107837DE630A1D24FC918D86CC7F79B1FFCF9/1024x768.resizedimage[/img]
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