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koth_avalanche
1
#1
0 Frags +

New experimental release: koth_avalanche_pro4 (April1st, 2017)

Dropbox link: https://www.dropbox.com/s/y3ia9383m5jwcgd/koth_avalanche_pro4.bsp.bz2?dl=0

Image album of changes including some descriptions:

http://imgur.com/a/yQUxq

_______________________________________________

Heya all!

I was directed to this site from the Truetf2 Reddit for map comp testing and exposure. (Reddit thread: https://www.reddit.com/r/truetf2/comments/4yhpag/best_way_to_have_a_map_tested_for_comp_play/)

I am an ancient mapper (used to map for, Wolfenstein 3D, Doom 2, Quake, and Quake II. A shoutout to anyone who remembers the Qoole editor).

The other game I used to map for is HL 1 as well as some of its game modifications such as Vampire Slayer, Action Half-Life, Mastersword and Pirates, Vikings and Knights.

I haven't touched Worldcraft/Valve Hammer since HL 2 was released and my desire to create maps dropped off after heading out into the adult world of careers.

Recently I have had more time to myself and I also stumbled upon the Youtube channel for UEAKCrash and my desire for mapping started again (seeing the Frontline themed community update information helped too).

My original tf2maps.net thread for the map: https://tf2maps.net/threads/koth_avalanche.29779/

The Workshop link to the map: http://steamcommunity.com/sharedfiles/filedetails/?id=747296123 (all the latest screenshots available here).

tf2maps.net download: https://tf2maps.net/downloads/koth_avalanche.2505/ (RC7)

New experimental release: koth_avalanche_pro4 (April1st, 2017)

Dropbox link: https://www.dropbox.com/s/y3ia9383m5jwcgd/koth_avalanche_pro4.bsp.bz2?dl=0

Image album of changes including some descriptions:

http://imgur.com/a/yQUxq

_______________________________________________


Heya all!

I was directed to this site from the Truetf2 Reddit for map comp testing and exposure. (Reddit thread: https://www.reddit.com/r/truetf2/comments/4yhpag/best_way_to_have_a_map_tested_for_comp_play/)

I am an ancient mapper (used to map for, Wolfenstein 3D, Doom 2, Quake, and Quake II. A shoutout to anyone who remembers the Qoole editor).

The other game I used to map for is HL 1 as well as some of its game modifications such as Vampire Slayer, Action Half-Life, Mastersword and Pirates, Vikings and Knights.

I haven't touched Worldcraft/Valve Hammer since HL 2 was released and my desire to create maps dropped off after heading out into the adult world of careers.

Recently I have had more time to myself and I also stumbled upon the Youtube channel for UEAKCrash and my desire for mapping started again (seeing the Frontline themed community update information helped too).

My original tf2maps.net thread for the map: https://tf2maps.net/threads/koth_avalanche.29779/

The Workshop link to the map: http://steamcommunity.com/sharedfiles/filedetails/?id=747296123 (all the latest screenshots available here).

tf2maps.net download: https://tf2maps.net/downloads/koth_avalanche.2505/ (RC7)
2
#2
16 Frags +

insert snow comment here

insert snow comment here
3
#3
refresh.tf
36 Frags +
LainSnow makes fps bad
[quote=Lain]Snow makes fps bad[/quote]
4
#4
0 Frags +

.

.
5
#5
5 Frags +

This is nice and all, but I think it would be better without all the snow

This is nice and all, but I think it would be better without all the snow
6
#6
6 Frags +
Storm_WarningThis is nice and all, but I think it would be better without all the snow

The snow textures or the snow particles? I have 9 snow spawning entities currently in the map. I didn't know snow would cause this much of a problem or I wouldn't have included them in the compile.

Thanks!

[quote=Storm_Warning]This is nice and all, but I think it would be better without all the snow[/quote]

The snow textures or the snow particles? I have 9 snow spawning entities currently in the map. I didn't know snow would cause this much of a problem or I wouldn't have included them in the compile.

Thanks!
7
#7
4 Frags +
FatherBrandonStorm_WarningThis is nice and all, but I think it would be better without all the snow
The snow textures or the snow particles? I have 9 snow spawning entities currently in the map. I didn't know snow would cause this much of a problem or I wouldn't have included them in the compile.

Thanks!

Particles. So I am the same Tsarbucks from reddit. Would you like this to be included in this weekend's pugs.

[quote=FatherBrandon][quote=Storm_Warning]This is nice and all, but I think it would be better without all the snow[/quote]

The snow textures or the snow particles? I have 9 snow spawning entities currently in the map. I didn't know snow would cause this much of a problem or I wouldn't have included them in the compile.

Thanks![/quote]

Particles. So I am the same Tsarbucks from reddit. Would you like this to be included in this weekend's pugs.
8
#8
3 Frags +
TsarbucksFatherBrandonStorm_WarningThis is nice and all, but I think it would be better without all the snow
The snow textures or the snow particles? I have 9 snow spawning entities currently in the map. I didn't know snow would cause this much of a problem or I wouldn't have included them in the compile.

Thanks!

Particles. So I am the same Tsarbucks from reddit. Would you like this to be included in this weekend's pugs.

Heya again! I am glad to hear it's just the particles as those will be easy to remove. I am away from my main PC until the 25th so I can't get any changes done until then.

Yes I would love to have my map included in the weekend pug. I won't be able to join but I welcome the feedback from the play!

[quote=Tsarbucks][quote=FatherBrandon][quote=Storm_Warning]This is nice and all, but I think it would be better without all the snow[/quote]

The snow textures or the snow particles? I have 9 snow spawning entities currently in the map. I didn't know snow would cause this much of a problem or I wouldn't have included them in the compile.

Thanks![/quote]

Particles. So I am the same Tsarbucks from reddit. Would you like this to be included in this weekend's pugs.[/quote]

Heya again! I am glad to hear it's just the particles as those will be easy to remove. I am away from my main PC until the 25th so I can't get any changes done until then.

Yes I would love to have my map included in the weekend pug. I won't be able to join but I welcome the feedback from the play!
9
#9
5 Frags +

Not to drag this off topic, but if it was just the particles and/or weather effects, why was viaduct converted from snow to grass?

Not to drag this off topic, but if it was just the particles and/or weather effects, why was viaduct converted from snow to grass?
10
#10
9 Frags +
SmytherNot to drag this off topic, but if it was just the particles and/or weather effects, why was viaduct converted from snow to grass?

Alpine theme is lighter and has simple lighting (according to some of my mapping friends as my maps usually don't make it to beta (;-;)). For new maps, alpine works with a lot of lighting hues, so a lot of inspirations can fall into the alpine theme.

There's also the a bit more mellow fact that a lot new mappers see that the alpine theme is deeply associated with 6s. They see Process, Snakewater (depending on your interpretation of alpine), Granary (Same as Snakewater), Product, Sunshine, and Reckoner are all Alpine and every other theme combined makes up less than that. People might just think that 6s maps have to be alpine so continue making alpine maps for 6s. Just my 2 cents.

[quote=Smyther]Not to drag this off topic, but if it was just the particles and/or weather effects, why was viaduct converted from snow to grass?[/quote]

Alpine theme is lighter and has simple lighting (according to some of my mapping friends as my maps usually don't make it to beta (;-;)). For new maps, alpine works with a lot of lighting hues, so a lot of inspirations can fall into the alpine theme.

There's also the a bit more mellow fact that a lot new mappers see that the alpine theme is deeply associated with 6s. They see Process, Snakewater (depending on your interpretation of alpine), Granary (Same as Snakewater), Product, Sunshine, and Reckoner are all Alpine and every other theme combined makes up less than that. People might just think that 6s maps have to be alpine so continue making alpine maps for 6s. Just my 2 cents.
11
#11
12 Frags +

Would be cool to see some more swamp and egypt themed maps in 6s imo.
I kind of hope the snow theme stays as well as long as there's no framerate issues resulting from it.

Would be cool to see some more swamp and egypt themed maps in 6s imo.
I kind of hope the snow theme stays as well as long as there's no framerate issues resulting from it.
12
#12
8 Frags +
ZestyWould be cool to see some more swamp and egypt themed maps in 6s imo.
I kind of hope the snow theme stays as well as long as there's no framerate issues resulting from it.

I would like to see a good Egypt 6s map too. Perhaps my next project after this one is all wrapped up. I also hope snow themes stay as I find the lighting at day and night looks really good with them.

[quote=Zesty]Would be cool to see some more swamp and egypt themed maps in 6s imo.
I kind of hope the snow theme stays as well as long as there's no framerate issues resulting from it.[/quote]

I would like to see a good Egypt 6s map too. Perhaps my next project after this one is all wrapped up. I also hope snow themes stay as I find the lighting at day and night looks really good with them.
13
#13
5 Frags +

Firstly the console is very angry at me.

I'm no map expert, but I feel like the map as a whole is extremely big. It almost feels like a jump map. There is an absurd amount of ground to cover to get from spawn to the point, making it in general difficult to rotate as a team. The maze-like nature of the mansion and the several dropdowns exacerbate this.

And the area around the point is massive, yielding sightlines such as these ones from the roof thing. Also backing up from the point, there is only one easy exit if you're not explosive jumping. Scouts can reach the top-left part but that requires them to get past a jumping puzzle in the form of crates. The right-side snowbank is deceivingly difficult to climb up, which means the roof is only a real escape route if you're already on the snowbank.

Also there's that entire underground rocket area, not sure what to say about that. The sign that says "<= ROCKET" probably means there's a rocket in that vault, but honestly it just confused me for a few seconds as I turned left and ran into a wall. I'd prefer a sign that directs me to the control point -- maybe I'm just stupid but the first time I navigated the underground area I ended up in the other team's base and had no clue where the point was.

Other miscellaneous things:
Not sure how I feel about being able to jump over this
I can imagine these things becoming a nuisance

Firstly [url=http://i.imgur.com/f2cP6Xc.jpg]the console is very angry at me[/url].

I'm no map expert, but I feel like the map as a whole is extremely big. It almost feels like a jump map. There is an absurd amount of ground to cover to get from spawn to the point, making it in general difficult to rotate as a team. The maze-like nature of the mansion and the several dropdowns exacerbate this.

And the area around the point is massive, yielding sightlines such as [url=http://i.imgur.com/QqidHr3.jpg]these ones from the roof thing[/url]. Also backing up from the point, there is only [url=http://i.imgur.com/KGcC9r5.jpg]one easy exit[/url] if you're not explosive jumping. Scouts can reach the top-left part but that requires them to get past a jumping puzzle in the form of crates. The right-side snowbank is deceivingly difficult to climb up, which means the roof is only a real escape route if you're already on the snowbank.

Also there's that entire underground rocket area, not sure what to say about that. [url=http://i.imgur.com/WNLCj9b.jpg]The sign that says "<= ROCKET"[/url] probably means there's a rocket in that vault, but honestly it just confused me for a few seconds as I turned left and ran into a wall. I'd prefer a sign that directs me to the control point -- maybe I'm just stupid but the first time I navigated the underground area I ended up in the other team's base and had no clue where the point was.

Other miscellaneous things:
[url=http://i.imgur.com/c7APFyr.jpg]Not sure how I feel about being able to jump over this[/url]
[url=http://i.imgur.com/3u7iYOn.jpg]I can imagine these things becoming a nuisance[/url]
14
#14
2 Frags +
SUSAltdFirstly the console is very angry at me.

I'm no map expert, but I feel like the map as a whole is extremely big. It almost feels like a jump map. There is an absurd amount of ground to cover to get from spawn to the point, making it in general difficult to rotate as a team. The maze-like nature of the mansion and the several dropdowns exacerbate this.

And the area around the point is massive, yielding sightlines such as these ones from the roof thing. Also backing up from the point, there is only one easy exit if you're not explosive jumping. Scouts can reach the top-left part but that requires them to get past a jumping puzzle in the form of crates. The right-side snowbank is deceivingly difficult to climb up, which means the roof is only a real escape route if you're already on the snowbank.

Also there's that entire underground rocket area, not sure what to say about that. The sign that says "<= ROCKET" probably means there's a rocket in that vault, but honestly it just confused me for a few seconds as I turned left and ran into a wall. I'd prefer a sign that directs me to the control point -- maybe I'm just stupid but the first time I navigated the underground area I ended up in the other team's base and had no clue where the point was.

Other miscellaneous things:
Not sure how I feel about being able to jump over this
I can imagine these things becoming a nuisance

Thank you for the feedback. I'll have to think about how and what to cut to make the map smaller if the size is an issue. Can anyone else confirm that their console is displaying the same message constantly?

The underground passageways were supposed to be another way to the point and to the tunnel directly under the point. You can also escape through it if you're directly on the point.

I'll have to think about an easier way to escape from the point or perhaps changing the snow banks so you don't have to go around the thin house with the team logo on it to get onto it.

I've had another person comment on the lack of signage that leads to the point so I will be adding more for sure.

I'll have to get more tested on the sight line, but I understand what you mean. If you're on the slanted roof in front of the sniper fence I thought that would make it hard to avoid spam (especially rockets since the slope acts to make it really hard to not get hit by splash damage.

On the misc issues:

You don't like being able to jump over the railing? It's another route if you want it to be by landing on the snow at the top of the cliff.

I will find a way to make those nubs not solid.

[quote=SUSAltd]Firstly [url=http://i.imgur.com/f2cP6Xc.jpg]the console is very angry at me[/url].

I'm no map expert, but I feel like the map as a whole is extremely big. It almost feels like a jump map. There is an absurd amount of ground to cover to get from spawn to the point, making it in general difficult to rotate as a team. The maze-like nature of the mansion and the several dropdowns exacerbate this.

And the area around the point is massive, yielding sightlines such as [url=http://i.imgur.com/QqidHr3.jpg]these ones from the roof thing[/url]. Also backing up from the point, there is only [url=http://i.imgur.com/KGcC9r5.jpg]one easy exit[/url] if you're not explosive jumping. Scouts can reach the top-left part but that requires them to get past a jumping puzzle in the form of crates. The right-side snowbank is deceivingly difficult to climb up, which means the roof is only a real escape route if you're already on the snowbank.

Also there's that entire underground rocket area, not sure what to say about that. [url=http://i.imgur.com/WNLCj9b.jpg]The sign that says "<= ROCKET"[/url] probably means there's a rocket in that vault, but honestly it just confused me for a few seconds as I turned left and ran into a wall. I'd prefer a sign that directs me to the control point -- maybe I'm just stupid but the first time I navigated the underground area I ended up in the other team's base and had no clue where the point was.

Other miscellaneous things:
[url=http://i.imgur.com/c7APFyr.jpg]Not sure how I feel about being able to jump over this[/url]
[url=http://i.imgur.com/3u7iYOn.jpg]I can imagine these things becoming a nuisance[/url][/quote]

Thank you for the feedback. I'll have to think about how and what to cut to make the map smaller if the size is an issue. Can anyone else confirm that their console is displaying the same message constantly?

The underground passageways were supposed to be another way to the point and to the tunnel directly under the point. You can also escape through it if you're directly on the point.

I'll have to think about an easier way to escape from the point or perhaps changing the snow banks so you don't have to go around the thin house with the team logo on it to get onto it.

I've had another person comment on the lack of signage that leads to the point so I will be adding more for sure.

I'll have to get more tested on the sight line, but I understand what you mean. If you're on the slanted roof in front of the sniper fence I thought that would make it hard to avoid spam (especially rockets since the slope acts to make it really hard to not get hit by splash damage.

On the misc issues:

You don't like being able to jump over the railing? It's another route if you want it to be by landing on the snow at the top of the cliff.

I will find a way to make those nubs not solid.
15
#15
0 Frags +

Can someone link me to a direct map download? I'm having trouble with all of my steam workshop subscriptions and would like to take a look at the map

Can someone link me to a direct map download? I'm having trouble with all of my steam workshop subscriptions and would like to take a look at the map
16
#16
1 Frags +

this is a sweet lookin map, excited to play on this in nmpugs

this is a sweet lookin map, excited to play on this in nmpugs
17
#17
1 Frags +
ConsoleCan someone link me to a direct map download? I'm having trouble with all of my steam workshop subscriptions and would like to take a look at the map

Here! Hopefully this works. Enjoy the PUG:

https://www.dropbox.com/s/pg5oi1ke5t50hpw/koth_avalanchev3.bsp?dl=0

[quote=Console]Can someone link me to a direct map download? I'm having trouble with all of my steam workshop subscriptions and would like to take a look at the map[/quote]

Here! Hopefully this works. Enjoy the PUG:

https://www.dropbox.com/s/pg5oi1ke5t50hpw/koth_avalanchev3.bsp?dl=0
18
#18
1 Frags +

Did anyone manage to play this in the weekend pug?

Did anyone manage to play this in the weekend pug?
19
#19
0 Frags +

Not when I was on. Console was on much later than me, so I'll be sure to ask him when he gets on

Not when I was on. Console was on much later than me, so I'll be sure to ask him when he gets on
20
#20
0 Frags +

Uh, such a nice map! Especially this WW2 flair remembers me a lot of good ol' Day Of Defeat.

On a side note: There actually is a Valve map called dod_avalanche released for both DoD and DoD:S. So you'd maybe like to check this - just in case. I have no idea if there might occur any copyright related issues regarding the map name.

After reading koth_avalanche, I really thought there's somehow going to be a avalanche remake for TF2 (which would be amazing, at least imo). One of my favorite maps back then.

Uh, such a nice map! Especially this WW2 flair remembers me a lot of good ol' Day Of Defeat.

On a side note: There actually is a Valve map called dod_avalanche released for both DoD and DoD:S. So you'd maybe like to check this - just in case. I have no idea if there might occur any copyright related issues regarding the map name.

After reading koth_avalanche, I really thought there's somehow going to be a avalanche remake for TF2 (which would be amazing, at least imo). One of my favorite maps back then.
21
#21
0 Frags +
kuliUh, such a nice map! Especially this WW2 flair remembers me a lot of good ol' Day Of Defeat.

On a side note: There actually is a Valve map called dod_avalanche released for both DoD and DoD:S. So you'd maybe like to check this - just in case. I have no idea if there might occur any copyright related issues regarding the map name.

After reading koth_avalanche, I really thought there's somehow going to be a avalanche remake for TF2 (which would be amazing, at least imo). One of my favorite maps back then.

Thank! I'm not sure about the situation with the map name either currently. I will change it if necessary but I will wait for now while researching and also see if I am contacted.

[quote=kuli]Uh, such a nice map! Especially this WW2 flair remembers me a lot of good ol' Day Of Defeat.

On a side note: There actually is a Valve map called dod_avalanche released for both DoD and DoD:S. So you'd maybe like to check this - just in case. I have no idea if there might occur any copyright related issues regarding the map name.

After reading koth_avalanche, I really thought there's somehow going to be a avalanche remake for TF2 (which would be amazing, at least imo). One of my favorite maps back then.[/quote]

Thank! I'm not sure about the situation with the map name either currently. I will change it if necessary but I will wait for now while researching and also see if I am contacted.
22
#22
4 Frags +

haha you mapped keledros! cool! Good ol master sword

haha you mapped keledros! cool! Good ol master sword
23
#23
1 Frags +
yukihaha you mapped keledros! cool! Good ol master sword

Holy shit. I expected no one to know what Mastersword was!

[quote=yuki]haha you mapped keledros! cool! Good ol master sword[/quote]

Holy shit. I expected no one to know what Mastersword was!
24
#24
3 Frags +

I now have a server running only this map for feedback at 76.164.195.154. The horrendous ping is now fixed too!

I now have a server running only this map for feedback at 76.164.195.154. The horrendous ping is now fixed too!
25
#25
-3 Frags +
Laininsert snow comment here

the master is triggered

[quote=Lain]insert snow comment here[/quote]

the master is triggered
26
#26
4 Frags +
SkaznikLaininsert snow comment here
the master is triggered

Before I remove the snow, I want to see if the map is even comp playable in regard to layout and size (unless the removal of snow is vital for testing). It takes 2+ hours to compile and casual players seem to like snow.

[quote=Skaznik][quote=Lain]insert snow comment here[/quote]

the master is triggered[/quote]

Before I remove the snow, I want to see if the map is even comp playable in regard to layout and size (unless the removal of snow is vital for testing). It takes 2+ hours to compile and casual players seem to like snow.
27
#27
1 Frags +

tried to test it but your download link is to an imgur picture

tried to test it but your download link is to an imgur picture
28
#28
1 Frags +
saamtried to test it but your download link is to an imgur picture

I've updated the main post now with a dropbox link.

[quote=saam]tried to test it but your download link is to an imgur picture[/quote]

I've updated the main post now with a dropbox link.
29
#29
4 Frags +

We didn’t actually play this map because just from walking around we could tell that it was unfit for 6s. It is way too big, the entire area between the first and 2nd lobbies could be cut out because as it is right now there is no reason for it to be there.

The entire area under point is basically pointless, no one will ever really have any reason to go down there.

The are off the map that you can fall off is sorta dumb, no 6s maps have areas you can fall off and die. Also the tress you can jump to are sorta weird too.

We didn’t actually play this map because just from walking around we could tell that it was unfit for 6s. It is way too big, the entire area between the first and 2nd lobbies could be cut out because as it is right now there is no reason for it to be there.

The entire area under point is basically pointless, no one will ever really have any reason to go down there.

The are off the map that you can fall off is sorta dumb, no 6s maps have areas you can fall off and die. Also the tress you can jump to are sorta weird too.
30
#30
2 Frags +
saamWe didn’t actually play this map because just from walking around we could tell that it was unfit for 6s. It is way too big, the entire area between the first and 2nd lobbies could be cut out because as it is right now there is no reason for it to be there.

The entire area under point is basically pointless, no one will ever really have any reason to go down there.

The are off the map that you can fall off is sorta dumb, no 6s maps have areas you can fall off and die. Also the tress you can jump to are sorta weird too.

Thanks for the feedback! Highlander hasn't been tested on it which could be interesting I think.

1. I admit to being a n00b for mapping for comp. I am curious though, why do people dislike areas that you can fall off and die? There are no tricky pits, just a cliff-side on one side of the map. Is it the threat of a potential accidental death?

2. Regarding the tunnel under the point: Would no one go there due to the time spent to get there or due to lack of health or ammo incentive?

[quote=saam]We didn’t actually play this map because just from walking around we could tell that it was unfit for 6s. It is way too big, the entire area between the first and 2nd lobbies could be cut out because as it is right now there is no reason for it to be there.

The entire area under point is basically pointless, no one will ever really have any reason to go down there.

The are off the map that you can fall off is sorta dumb, no 6s maps have areas you can fall off and die. Also the tress you can jump to are sorta weird too.[/quote]

Thanks for the feedback! Highlander hasn't been tested on it which could be interesting I think.

1. I admit to being a n00b for mapping for comp. I am curious though, why do people dislike areas that you can fall off and die? There are no tricky pits, just a cliff-side on one side of the map. Is it the threat of a potential accidental death?

2. Regarding the tunnel under the point: Would no one go there due to the time spent to get there or due to lack of health or ammo incentive?
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