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Account Details
SteamID64 76561198397879421
SteamID3 [U:1:437613693]
SteamID32 STEAM_0:1:218806846
Country Scotland
Signed Up June 15, 2021
Last Posted April 26, 2024 at 6:47 PM
Posts 13 (0 per day)
Game Settings
In-game Sensitivity 1.8
Windows Sensitivity
Raw Input  
DPI
750
Resolution
1152x864
Refresh Rate
144
Hardware Peripherals
Mouse  
Keyboard  
Mousepad  
Headphones  
Monitor  
#11 koth_govan in Map Discussion

BETA !!!
Pretty screenshots - https://tf2maps.net/downloads/govan.17062/

===============================

General

  • Fixed some textures being on the wrong side
  • Added out of bounds areas (Alleyways, Canal, Main Street etc)
  • Adjusted displacements across the map
  • Artpassed the map

Spawn

  • Tucked in cubby hole at left exit from spawn staging area
  • Changed truck to rocks
  • Added an enclave under the balcony next to the middle exit
  • Extended the roofs above the exits leaving the spawn staging area so they are aligned better
  • Changed doorways at the right exit of the spawn staging area and added clutter inside
  • Added AWESOME WATERFALL
  • The left exit of the spawn staging area is now indoors, with a big door.

Mid

  • Changed the fence next to choke to a broken roof
  • Changed the choke entrance slightly while detailing
  • Added a ledge to the left building from choke

Staging Area

  • Added a wall to the fence on the left side
  • Changed the fences on the right to a hedge/wall showing off the new canal, which will change the size of this area slightly
  • Added a Duke of Wellington tribute

Under Mid

  • Added an out of bounds sewer entrance
  • Changed the big crates for water machinery
  • Added an archway to the entrance to the area under the point
posted 17 hours ago
#5 whats ur fav underrated TF2 map in TF2 General Discussion

koth_govan

posted 3 weeks ago
#11 favourite Bible verse in Hardware

Philippians 4:13
"I can do all this through him who gives me strength."

posted 3 weeks ago
#10 koth_govan in Map Discussion

Small update with some optimisations and fixes uncovered over the last month.

koth_govan_a15 update

General

  • Removed light props across the map that were no longer needed

Mid

  • Added func_nobuild on top of the roofs around point

Staging Area

  • Added func_nobuild on top of the pipe
  • Fixed missing patches at health and ammo in shithouse
  • Fixed missing stair at the stairs to concrete

Spawn

  • Fixed misaligned displacement
  • Fixed door clipping into the wall above it
  • Added clipping to the pathway at the left exit from spawn
  • Opened up the path leaving the left exit to allow better rollouts
posted 4 weeks ago
#6 Map design in TF2 General Discussion

Truth is that it is very difficult to make a new 5cp map for competitive.

Main reason for this

  • It is not difficult to make a good 5cp layout
  • It is difficult to make a good 5cp layout that has not already been done
posted 1 month ago
#9 koth_govan in Map Discussion

May have forgotten to post a13 & a14 so both are in the same message here.
This (a14) is likely the last version to be posted until after the next 6v6 season (Spring 2024/Season 47). Reason for this is to give admins a stable version, if they would like to include it in preseason cup, and so I can focus on other things while collecting as much data as possible on a14.

koth_govan_a13 update

a13

General

  • Optimisation improvements - area portals and skybox closed off at spawn
  • Removed some unnecessary clip brushes

Mid

  • Added prop-jump to ledge
  • Opened chicken-wire building next to ledge

Staging Area

  • Removed concrete flank route

koth_govan a14 update

a14

General

  • Reduced brush count across map

Mid

  • Reworked the area under point

Staging Area

  • Fixed seams between displacement and ramps
  • Extended the left tower (attacking pov)

Spawn

  • Fixed missing texture on red doorways to concrete
  • Reworked spawn building to improve rollout
posted 1 month ago
#8 koth_govan in Map Discussion

koth_govan_a12 update

a12

General

  • Decreased cap time by 2 seconds (10s>8s)

Mid

  • Added window above drop down to allow vision to players hiding in the corners or camping above drop down
  • Fixed misaligned texture on ramps
  • Made door frames thinner at choke

Staging area

  • Fixed misaligned window textures
  • Fixed misaligned texture on flower bed
  • Replaced ramps with stairs on concrete
  • Redone blockbullet clips on conveyer belt
  • Applied nodraw that should have already been on some brushes

Spawn

  • Fixed misaligned window textures
  • Fixed blu textures on red side above spawn
posted 2 months ago
#289 98 dpm in TF2 General Discussion

https://logs.tf/3580420

posted 2 months ago
#7 koth_govan in Map Discussion

koth_govan_a11 update

a11

General

  • Removed a large amount of outdoor lighting that was no longer necessary

Mid

  • Lowered both roofs on mid
  • Reduced the angle of the further back roof
  • Moved small health and medium ammo behind the point up slightly to avoid blocking teleporters
  • Adding missing pillars to chicken wire building
  • Added crates inside the chicken wire building
  • Fixed misaligned textures in upper area behind point
  • Sealed up the temporary fence at the upper area behind point
  • Fixed misaligned textures on the roofs on the building above the upper area behind point

Staging Area

  • Fixed floating lights in cubby holes
  • Fixed misaligned textures under the point
  • Added missing textures under the point
  • Fixed asymmetrical displacement

Spawn

  • Reworked the right exit from spawn
posted 2 months ago
#6 koth_govan in Map Discussion

Thanks for the support troops. Would also like to add that the map is going to be playtested in the CM Mixes map testing group. There is already a thread open for this but I will provide an invite here if you're interested in playing.
https://www.teamfortress.tv/64156/6v6-map-testing-pugs
https://discord.gg/syvANv3Zpw

posted 2 months ago
#1 6v6 Map Testing Pugs in TF2 General Discussion

https://discord.gg/syvANv3Zpw

Hello! As the title suggests we are currently working on a mixing group to test out custom maps in a competitive environment.

If you are interested in mapping for competitive or have done so in the past please send me a message on one of the contact options at the bottom.

General Information
What region will you be playing in?

  • Currently we will only be doing eu playtests and this is unlikely to change. However, that doesn't mean you can't have your map tested if you aren't from Europe.

How often will you be playing mixes?

  • Mixes will be played once a week however this is due to change if popularity increases. The reason for the low frequency is to ensure that we maintain interest in our project and focus on consistent map tests rather than have the group die after a few weeks.

Are you just testing for 6v6 or will highlander be played also?

  • Our mixes will also only be playing 6v6 at the moment. This is due to the near impossibility of getting 18 players that are willing to map test consistently.

I've never played competitive before, would I be able to play?

  • Sure you can, players of all skill levels are welcome. We have also taken steps to ensure balanced mixes such as higher division players being encouraged to off class from their main.

Are you only playing alpha maps or are release candidates also an option?

  • We will be playing any maps in early development or that are ready for release but aren't quite getting into league map pools yet.

Au5269 (discord)
https://steamcommunity.com/id/rentontf2/

posted 2 months ago
#1 koth_govan in Map Discussion

Download - https://tf2maps.net/downloads/koth_govan.17062/
Screenshots - See above
Game mode - 6v6

Koth map designed for competitive play, I'm updating this map based on feedback from the community.

So far playtests in tf2maps (casually) have been a success. Some feedback from zhern & verkle, some scrims against low/mid teams (thanks especially to ziggokill and his teammates) alongside the tf2 mapping community. I tried to use a lot of height differences and flank routes which should make the map very interesting to play.

Let me know what you think!

posted 2 months ago
#1 cp_foundry_pro in Map Discussion

Current Version: B2
Latest Update: 6th july 2021
Discord Contact: Au#5269
----
People suggested I post a tftv thread on this map so here we are.

Originally I started work on this in May 2020 but it took me until last June to actually release a public version. Hopefully the hard work has paid off.
While some of these changes may go too far, I believe foundry is a good map and can become competitively viable given the right changes are made. I believe this is a time for experimentation so I am willing to test unique ideas in this environment.

Thanks to:
b4nny - His competitive analysis on foundry was a basis for some of the original ideas.
Gatsan - Extensive interest in the project and willingness to support the map.
TF2Maps - Playtesting the map in 6v6 mode.
Zoomer Mixes - Playtesting the map in 6v6 mode.
Hutty - Custom container prop.

Any based feedback is appreciated, feel free to go off on issues if you feel its needed :)
If anyone finds a rollout I would appreciate a video, we have found some but I'm sure others can do better than us.
Download
Screenshots
Changelog

posted about 2 years ago