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koth_stark
1
#1
0 Frags +

Hey!
Got a KOTH map original built by YM, but he passed it onto me.
The map has been tested before with 6's and High Lander by Silver and Platinum players* (not teams)
It was well received then, I am kick starting it again to get it updated and finished version. Maybe to add a new map to the comp rotations if it is received well.
As I said it has been tested a fair few times with Silver and Platinum player quite a fair few times, so I know its in a really good spot.

Dowload for the Map (B3)

Spawn Yard Mid TopDown

If anyone has any question please feel free to ask!
also feel free to add me! Bakscratch

Hey!
Got a KOTH map original built by YM, but he passed it onto me.
The map has been tested before with 6's and High Lander by Silver and Platinum players* (not teams)
It was well received then, I am kick starting it again to get it updated and finished version. Maybe to add a new map to the comp rotations if it is received well.
As I said it has been tested a fair few times with Silver and Platinum player quite a fair few times, so I know its in a really good spot.

[url=http://redirect.tf2maps.net/maps/koth_stark_b3.bsp.bz2]Dowload for the Map (B3)[/url]

[url=http://images.akamai.steamusercontent.com/ugc/316747095347125795/F76575F4EF62CE034D2BF4EB11A0A227D81436A2/]Spawn[/url] [url=http://images.akamai.steamusercontent.com/ugc/316747095347125995/D46C8E6C380B226A48B6CCEDB97438599FC9854E/]Yard[/url] [url=http://images.akamai.steamusercontent.com/ugc/316747095347126192/5C780B848CE1EA0F9B06254F897F6B9ACB032380/]Mid[/url] [url=http://images.akamai.steamusercontent.com/ugc/316747095347126478/E8D8710AE06E12A815B313C6AFA2100009F79C18/]TopDown[/url]

If anyone has any question please feel free to ask!
also feel free to add me! [url=http://steamcommunity.com/id/mojo869/]Bakscratch[/url]
2
#2
78 Frags +

I was expecting starks face over all over it. Highly disappointed please fix.

I was expecting starks face over all over it. Highly disappointed please fix.
3
#3
8 Frags +

looks kinda cool, will probably put people into depression via colorscheme

looks kinda cool, will probably put people into depression via colorscheme
4
#4
3 Frags +

was this the one played in that evl tourney a while back?

was this the one played in that evl tourney a while back?
5
#5
3 Frags +
fatswimdudewas this the one played in that evl tourney a while back?

I don't believe so, its mostly been in testing so I doubt any major game were played on it. (From what I know)

[quote=fatswimdude]was this the one played in that evl tourney a while back?[/quote]
I don't believe so, its mostly been in testing so I doubt any major game were played on it. (From what I know)
6
#6
2 Frags +

I think he means the 4s tournament from ages ago.

I think he means the 4s tournament from ages ago.
7
#7
35 Frags +
T0mI was expecting starks face over all over it. Highly disappointed please fix.

please no

[quote=T0m]I was expecting starks face over all over it. Highly disappointed please fix.[/quote]
please no
8
#8
0 Frags +

cool looking map, i like this theme

cool looking map, i like this theme
9
#9
3 Frags +

Seems very large for a koth map

Seems very large for a koth map
10
#10
3 Frags +

its not that big. its about the size of product. just its very open

its not that big. its about the size of product. just its very open
11
#11
2 Frags +

it looks like it has an entire area more than product

can you make a variation where it's grassy and stuff because i just really like how it's super bright and happy in process product and sunshine

it looks like it has an entire area more than product

can you make a variation where it's grassy and stuff because i just really like how it's super bright and happy in process product and sunshine
12
#12
10 Frags +

This map looks super cool, I really think you should remove the screen shaking when a train comes by.

This map looks super cool, I really think you should remove the screen shaking when a train comes by.
13
#13
2 Frags +

I think I recall play testing this map ages ago in the first New Map Pugs group. From what I remember, most people agreed that once you cap the point you basically win the round.

Middle has nothing but height advantage
Yard is way too long to push
Large sniper angles

I could be thinking of another map, but this looks so familiar

I think I recall play testing this map ages ago in the first New Map Pugs group. From what I remember, most people agreed that once you cap the point you basically win the round.

Middle has nothing but height advantage
Yard is way too long to push
Large sniper angles

I could be thinking of another map, but this looks so familiar
14
#14
0 Frags +

i remember playing this map like 2 years ago in some mapdev pug and i thought it was a good map then, just the trains are kinda dumb

i remember playing this map like 2 years ago in some mapdev pug and i thought it was a good map then, just the trains are kinda dumb
15
#15
3 Frags +

it does seem like a pretty cool map but i feel like it might be a little too open, and snipers will have a massive advantage
on the two towers in the middle of the map, you should make both sides accessable or just remove the unaccessable part, it just feels really strange that there's two parts and one of them aren't accessable, imo you should just remove the unaccessable parts so sniper isn't as op
i feel like there should be more catwalks than just the towers in the middle, everything just plays off the ground
at the spawns you should maybe just have one door that leads outside instead of two hallways because there really is no need of the extra space
you should add more props and stuff in the way so snipers can't have an eye on everything except behind the towers and the left area
the point seems a little too high off the ground
the other sniper nest that is closer to spawns is fine, maybe if you made the two windows another doorway and make the room upstairs smaller and the doorway to the little balcony taller / bigger and also add a small healpack/ammopack in the upstairs room

overall with some work it can be a good map in my opinion

it does seem like a pretty cool map but i feel like it might be a little too open, and snipers will have a massive advantage
on the two towers in the middle of the map, you should make both sides accessable or just remove the unaccessable part, it just feels really strange that there's two parts and one of them aren't accessable, imo you should just remove the unaccessable parts so sniper isn't as op
i feel like there should be more catwalks than just the towers in the middle, everything just plays off the ground
at the spawns you should maybe just have one door that leads outside instead of two hallways because there really is no need of the extra space
you should add more props and stuff in the way so snipers can't have an eye on everything except behind the towers and the left area
the point seems a little too high off the ground
the other sniper nest that is closer to spawns is fine, maybe if you made the two windows another doorway and make the room upstairs smaller and the doorway to the little balcony taller / bigger and also add a small healpack/ammopack in the upstairs room

overall with some work it can be a good map in my opinion
16
#16
1 Frags +
disengageI think I recall play testing this map ages ago in the first New Map Pugs group. From what I remember, most people agreed that once you cap the point you basically win the round.

When we did a few week ago (on the tf2maps server, pub players) that seemed to be the case as well.

feegeei remember playing this map like 2 years ago in some mapdev pug and i thought it was a good map then, just the trains are kinda dumb

I guess you mean the train shack? I will probably remove this, or reduce it.

rowpiecesit does seem like a pretty cool map but i feel like it might be a little too open, and snipers will have a massive advantage
on the two towers in the middle of the map, you should make both sides accessable or just remove the unaccessable part, it just feels really strange that there's two parts and one of them aren't accessable, imo you should just remove the unaccessable parts so sniper isn't as op
i feel like there should be more catwalks than just the towers in the middle, everything just plays off the ground
at the spawns you should maybe just have one door that leads outside instead of two hallways because there really is no need of the extra space
you should add more props and stuff in the way so snipers can't have an eye on everything except behind the towers and the left area
the point seems a little too high off the ground
the other sniper nest that is closer to spawns is fine, maybe if you made the two windows another doorway and make the room upstairs smaller and the doorway to the little balcony taller / bigger and also add a small healpack/ammopack in the upstairs room

overall with some work it can be a good map in my opinion

Yes, I agree the map is on the bit of the "large" side, I have plans to reduce some areas down. I sorta understand the tower and catwalks? Are you talking about how there is only 1 way to get up to one of them while the other has no "easy" way to get up there? The point area is getting some little reworks, (making not as long, lowering it) The spawns are going to be simplified down, having one major exits. (going to leave the side ones but make them not so hard to exit)

[quote=disengage]I think I recall play testing this map ages ago in the first New Map Pugs group. From what I remember, most people agreed that once you cap the point you basically win the round. [/quote]

When we did a few week ago (on the tf2maps server, pub players) that seemed to be the case as well.

[quote=feegee]i remember playing this map like 2 years ago in some mapdev pug and i thought it was a good map then, just the trains are kinda dumb[/quote]

I guess you mean the train shack? I will probably remove this, or reduce it.

[quote=rowpieces]it does seem like a pretty cool map but i feel like it might be a little too open, and snipers will have a massive advantage
on the two towers in the middle of the map, you should make both sides accessable or just remove the unaccessable part, it just feels really strange that there's two parts and one of them aren't accessable, imo you should just remove the unaccessable parts so sniper isn't as op
i feel like there should be more catwalks than just the towers in the middle, everything just plays off the ground
at the spawns you should maybe just have one door that leads outside instead of two hallways because there really is no need of the extra space
you should add more props and stuff in the way so snipers can't have an eye on everything except behind the towers and the left area
the point seems a little too high off the ground
the other sniper nest that is closer to spawns is fine, maybe if you made the two windows another doorway and make the room upstairs smaller and the doorway to the little balcony taller / bigger and also add a small healpack/ammopack in the upstairs room

overall with some work it can be a good map in my opinion[/quote]

Yes, I agree the map is on the bit of the "large" side, I have plans to reduce some areas down. I sorta understand the tower and catwalks? Are you talking about how there is only 1 way to get up to one of them while the other has no "easy" way to get up there? The point area is getting some little reworks, (making not as long, lowering it) The spawns are going to be simplified down, having one major exits. (going to leave the side ones but make them not so hard to exit)
17
#17
-1 Frags +

it's so dark i hate dark maps cuz i cant see shit on them

it's so dark i hate dark maps cuz i cant see shit on them
18
#18
0 Frags +

Only part I think looks particularly dark is around the cliffs.

Only part I think looks particularly dark is around the cliffs.
19
#19
1 Frags +

http://images.akamai.steamusercontent.com/ugc/311117166546655189/7774ACFF7AA9193B67781A7C251C33611F18939F/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=black

Stickies inside the rock are invisible

http://images.akamai.steamusercontent.com/ugc/311117166546654617/4B911414E2ECBFB41964A5AA75D8A655E6F8CB1D/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=black

Stickies in the middle here are also invisible

[img]http://images.akamai.steamusercontent.com/ugc/311117166546655189/7774ACFF7AA9193B67781A7C251C33611F18939F/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=black[/img]

Stickies inside the rock are invisible

[img]http://images.akamai.steamusercontent.com/ugc/311117166546654617/4B911414E2ECBFB41964A5AA75D8A655E6F8CB1D/?interpolation=lanczos-none&output-format=jpeg&output-quality=95&fit=inside|1024:576&composite-to=*,*|1024:576&background-color=black[/img]

Stickies in the middle here are also invisible
20
#20
0 Frags +

I jumped around on it for a couple mins.

https://www.youtube.com/watch?v=5PcWQZ3rBe4&feature=youtu.be

Oh.

https://www.youtube.com/watch?v=NGk1m7h_Zmc&feature=youtu.be

I jumped around on it for a couple mins.

https://www.youtube.com/watch?v=5PcWQZ3rBe4&feature=youtu.be

Oh.

https://www.youtube.com/watch?v=NGk1m7h_Zmc&feature=youtu.be
21
#21
2 Frags +
sildeezyI jumped around on it for a couple mins.

https://www.youtube.com/watch?v=5PcWQZ3rBe4&feature=youtu.be

Oh.

https://www.youtube.com/watch?v=NGk1m7h_Zmc&feature=youtu.be

Videos are private.

[quote=sildeezy]I jumped around on it for a couple mins.

https://www.youtube.com/watch?v=5PcWQZ3rBe4&feature=youtu.be

Oh.

https://www.youtube.com/watch?v=NGk1m7h_Zmc&feature=youtu.be[/quote]


Videos are private.
22
#22
2 Frags +
sildeezyI jumped around on it for a couple mins.

https://www.youtube.com/watch?v=5PcWQZ3rBe4&feature=youtu.be

Oh.

https://www.youtube.com/watch?v=NGk1m7h_Zmc&feature=youtu.be

both vids private pls fix

[quote=sildeezy]I jumped around on it for a couple mins.

https://www.youtube.com/watch?v=5PcWQZ3rBe4&feature=youtu.be

Oh.

https://www.youtube.com/watch?v=NGk1m7h_Zmc&feature=youtu.be[/quote]
both vids private pls fix
23
#23
3 Frags +
BumFreezesildeezyI jumped around on it for a couple mins.

https://www.youtube.com/watch?v=5PcWQZ3rBe4&feature=youtu.be

Oh.

https://www.youtube.com/watch?v=NGk1m7h_Zmc&feature=youtu.be
both vids private pls fix

Doesn't private mean you can watch it if you have the link? God, I suck, my badddd.

Should work now.

[quote=BumFreeze][quote=sildeezy]I jumped around on it for a couple mins.

https://www.youtube.com/watch?v=5PcWQZ3rBe4&feature=youtu.be

Oh.

https://www.youtube.com/watch?v=NGk1m7h_Zmc&feature=youtu.be[/quote]
both vids private pls fix[/quote]

Doesn't private mean you can watch it if you have the link? God, I suck, my badddd.

Should work now.
24
#24
1 Frags +

Yeah It working and thanks!

Ive been working on some early changes to the middle area.

http://i.imgur.com/V4UbY94.jpg

Firstly I've removed the sniper balcony in the tower.

Ive added 2 routes to the sides which give some need high ground.

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

As well as reducing under the bridge to 1 tunnel.

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

Any health and ammo seen in these newer screens WILL be changed.
Any more ideas on what could be done?
Thanks for all the feedback so far!

Yeah It working and thanks!

Ive been working on some early changes to the middle area.
[img]http://i.imgur.com/V4UbY94.jpg[/img]
Firstly I've removed the sniper balcony in the tower.

Ive added 2 routes to the sides which give some need high ground.
[img]http://i.imgur.com/vnRIrZQ.jpg[/img]

As well as reducing under the bridge to 1 tunnel.
[img]http://i.imgur.com/4NNytJE.jpg[/img]

Any health and ammo seen in these newer screens WILL be changed.
Any more ideas on what could be done?
Thanks for all the feedback so far!
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