rents
Account Details
SteamID64 76561198397879421
SteamID3 [U:1:437613693]
SteamID32 STEAM_0:1:218806846
Country Scotland
Signed Up June 15, 2021
Last Posted May 25, 2024 at 8:14 PM
Posts 18 (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  
1 2
#17 koth_govan in Map Discussion

koth_govan_b4 update

Big thanks to tf2pickup.eu for including the map and everyone who has played over the last 2 weeks.

General

  • Fixed misaligned textures
  • Removed some props & decals for optimisation
  • General optimisation improvements
  • Closed skybox in areas & added area portals
  • Added spectator cameras

Mid

  • Added pipes to the top of long ramp to prevent super high bombs
  • Added sign on top of drop down roof to prevent super high bombs
  • Added small ammo pack to mid

Staging area

  • Added cubby to long ramp entrance
  • Removed clipping on roof behind pipe
  • Added small health pack to drop down
  • Removed canal and shifted pre existing buildings forward
  • Added windows to building on right side of drop down
  • Fixed perch spot above left side

Spawn

  • Removed waterfall area and moved pre existing buildings
  • Replaced spytech props with more theme appropriate props
  • Adjusted lighting
  • Changed the interior of top right exit
  • Retextured spawn interior
  • Replaced fence with wall at top right exit
posted 3 days ago
#1 name change in Requests

change from xs to rents please

posted 2 weeks ago
#16 koth_govan in Map Discussion

koth_govan_b3 update

Thanks to b4nny and zambz for invite/prem level feedback on b2.
Additionally, thanks to tf2pickup.it for including the map and everyone who playtested in Fanum Tax Mixes and Govan mixes.

General

  • Fixed misaligned clip brushes
  • Minor optimisation improvements

Mid

  • Made wall curved at point
  • Lowered height/angle of the roof closest to point
  • Added new entrance to Mid

Staging area

  • Doorways have been made bigger
  • Reworked lower right entrance from spawn to mid
  • Added a balcony (not accessible) to deny sightline created by curving walls at point
  • Added a new connector between spawn to mid
  • Completely reworked the right side of the staging area
  • Entirely removed the area under point - though kept the drop down
  • The conveyer belt is now accessible to all classes

Spawn

  • Reworked right exit from spawn
posted 2 weeks ago
#15 koth_govan in Map Discussion
plunkmissed opportunity to make blus spawn the louden tavern tbh.

dw mate custoom assets will arrive in later beta versions, blue lagoon is another one thats gotta be in though.

posted 1 month ago
#13 koth_govan in Map Discussion
siyoOo good to see this map being actively updated! Might run some playtests on Fireside and see if we can gather some feedback for you :)

Thanks for the interest in the map, very excited to see how the games go. The map is already on serveme under the name koth_govan_b2 (very specific as there is other versions of the map on serveme).
Let me know if you have any questions before running playtests and all feedback can be left in this thread, thanks.

posted 1 month ago
#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 1 month ago
#5 whats ur fav underrated TF2 map in TF2 General Discussion

koth_govan

posted 1 month ago
#11 favourite Bible verse in Hardware

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

posted 1 month 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 1 month 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 2 months 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 2 months 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 3 months ago
#289 98 dpm in TF2 General Discussion

https://logs.tf/3580420

posted 3 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 3 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 3 months ago
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