also the point must not be inside a kind of dip.
Tho is very difficult to say what makes a good koth map since we play just one of the many that valve gave us.
the only way to understand it is to analyse all the other koth maps and see why they haven't been used yet and build an experience on the koth mod.
Surely if you start creating a koth map you'll encounter even more criticisms than for a 5cp map, because anyone has in his mind the idea of what makes a good king of the hill map.
Account Details | |
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SteamID64 | 76561198041836298 |
SteamID3 | [U:1:81570570] |
SteamID32 | STEAM_0:0:40785285 |
Country | European Union |
Signed Up | September 4, 2013 |
Last Posted | October 5, 2025 at 7:43 PM |
Posts | 868 (0.2 per day) |
Game Settings | |
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In-game Sensitivity | 0.6 |
Windows Sensitivity | |
Raw Input | 1 |
DPI |
1200 |
Resolution |
1920x1080 |
Refresh Rate |
120 Hz |
Hardware Peripherals | |
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Mouse | Xtrify M4 |
Keyboard | CM Quick Fire Rapid-i |
Mousepad | Razer Goliathus |
Headphones | Sony MDR 1AM2 |
Monitor | SAMSUNG SyncMaster S24B150 |
SetletCan you add pipes and maybe rockets so its easy to indicate where to spam?
Use arrows.
NUMerous Leeches Killers. tag: Num LK
Team Ypsilon
seriously, a good one is "Utopia", imho.
popcorphttp://tf2maps.net/threads/valerias-guide-to-competitive-mapping.21718/
Nice. I'll post the link on the other thread.
I'd like to point out that the straight line thing isn't a must of 6s maps, tho usually a map of that structure presents something like 4 doors/passages from mid to a large and spacious second and this prevent the defending team to set a proper hold.
What makes granary still playable (but not the favourite of the average 6s player) is that the 2 yards are divided (unlike fastlane, foundry or gorge), allowing teams to keep tabs on all the entrances and all the space around them and distinguishing a combo and a flank side.
EDIT:Anyway I haven't examined cp_granary because I wouldn't define it a perfect 6s map.
REM_TF2Excellent project and I really like the idea. Unfortunately it doesn't work :(
I just tried sharing a picture using the URL link provided with a friend and neither he nor I could share our respective pictures with each other even if we saved the image and then re-opened it. The page loads but it's just a blank white screen. Looking forward to it being fixed :)
you just have to add something into the map and your friend will see it.
I had the same problem
many many thanks for this! it's an awesome project!
If anyone is interested Sideshow is streaming a map test pug on cp_draft_a3.
Seems funny.
kounterpartscirloDo you accept non-NA players if you haven't enough for a pug?its kinda a general but unwritten rule in the pugs to play scout if you are from europe due to ping, but yeah, come on down :D
aight, thanks!
Do you accept non-NA players if you haven't enough for a pug?
2 days ago I posted this thread about how we should encourage not comp map makers to do with us new maps for 6s.
I've got many replies from 6s players, tf2maps.net users, and map makers themselves.
It tourned out that (after 8 years of comp tf2) isn't yet clear why badlands, process, gullywash,... are the perfect maps to play on
In this thread I'd like to try to find out together WHAT MAKES A GOOD COMP MAP, and draw up a list of of the points.
I'll try to update this #1 post with the many things you'll say here in this thread.
I'll start with my thoughts. Please tell me I'm saying something wrong:
- Something I've noticed is that 6s maps aren't on a straght line last->second->mid->fourth->last (es. Fastlane, Coldfront, 5cp Gorge, foundry,...)
The ones we usually use have some kind of angles that promote the creation of choke points and prevent from having long sight lines for snipers - There are choke points and sharp bends from mid to second.
- 2nd point is external to a building.
- 2nd point offers 2 kind of holds:
- In case of equal uber there can be a forward hold where defenders are on the same ground of the team who attacks
- In case of players or uber disadvantage the defending team holds behind the point in a situation of height advantage on a ground that is connected to some sort of lobby between 2nd and last.
(this is a thing that cp_logjam lacks of, in my opinion).
- In case of equal uber there can be a forward hold where defenders are on the same ground of the team who attacks
- The last presents quite always an height advantage over the point for the defenders (fastlane, gorge, foundry,... all of these unusued maps have an height advantage for the the team that attacks).
- The 2 last spawn doors aren't too far from each other, and between them there is the capture point which isn't spam-able from inside the spawn.
- There aren't elements like water and trains.
- There are 2.5 entrances per point rule which is usually adhered to (Badlands: choke, resup + house; Process: choke, pc + sewer; Snakewater: choke, saw room + window; Gullywash: cage/choke, big door + drop down).
2013 Valeria's guide to competitive mapping
A look at the detail of Badlands - 2010 guide
I don't think overwatch is the actual tf2 killer itself, but more likely the prizes pool of its tournament will attract tf2 players (top ones especially).
Oh, did they fix scoreboard colors?
EDIT: no, my hud has been fixed...
HyceCirlo, moving the point would be really easy. Making the lobby room smaller could be hard depending on the level of optimization and how everything fits together, but it would be doable.
And what about flipping half of the map (2nd and last) of 90° so that we have better connection between 2nd and mid?
Hyce, in your opinion is it possible to do something like the draft i draw without too much work (aka don't have to do it from scratch)?