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koth_warmfront
1
#1
18 Frags +

EDIT: This is the old thread, and I am no longer updating this map. You're likely looking for Dagger's version.

Some of you may remember this thread, which was to gauge interest in a KOTH version of Warmfront. Initially I wanted to test koth_coldfront during New Map Weekends, but I don't think people want to test a map with snow at all. Therefore, I went ahead and started working on koth_warmfront, and this is the result. I haven't done any reoptimizing

Downloads:
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/koth_warmfront_a3.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/koth_warmfront_a3.bsp.bz2

Screenshots:

Show Content

Changelog:

A3
-Added back the small cliff packs.
-Switched mid cliff packs to mediums.
-Adjusted the cliff so it goes straight down to the platform. A house replaces the rock next to the cliff, and takes over part of the old cliff area.
-Adjusted clipping on the left route going to mid.
-Removed a stray icicle.

A2
-"De-Icarusified" it, as gr8stalin would say.
-Adapted some more cp_coldfront -> cp_warmfront changes. For example, the far right entrance to the spawn building (looking to mid) is now level with the platform.
-Added small healthkits at mid, where the medium ones originally were in the cp versions.
-Removed some remaining snow textures.
-Added a house over the middle entrance to mid; looking at mid, the main section is on the left side, and a tunnel section goes over the entrance.
-Moved the "arches" that were at the middle entrance to the left entrance (looking at mid).
-Adjusted displacements.
-Adjusted sound effects.
-Adjusted cap time to about the same time as Viaduct's.
-Fixed the "blackness" error where the cave the bases are in would only appear as black from the outside (and only skybox would appear on the inside). This error was caused when decompiling; it appears in cp_warmfront also.

A1 (from koth_coldfront_rc2)
-Well, made it warm, of course.
-Doors open faster.
-Removed small health kits on cliffs.
-Added rocks back in from the CP version.
-Due to errors that always occur when decompiling any map, all optimizations had to be removed. This shouldn't be a big issue for initial testing, and it will get fixed by beta.
-I forgot to change some textures, so there is still some snow.

Shoutouts to Icarus, Sel, Void, and YM for the original map (assuming they were all involved in the original KOTH version), and to whoever made cp_warmfront.

EDIT: This is the old thread, and I am no longer updating this map. [url=http://www.teamfortress.tv/36491/koth-warmfront]You're likely looking for Dagger's version.[/url]

Some of you may remember [url=http://teamfortress.tv/forum/thread/12411-thinking-about-making-koth-warmfront]this thread[/url], which was to gauge interest in a KOTH version of Warmfront. Initially I wanted to test koth_coldfront during New Map Weekends, but I don't think people want to test a map with snow at all. Therefore, I went ahead and started working on koth_warmfront, and this is the result. I haven't done any reoptimizing

[b]Downloads:[/b]
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/koth_warmfront_a3.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/koth_warmfront_a3.bsp.bz2

[b]Screenshots:[/b]
[spoiler][img]http://cloud-2.steampowered.com/ugc/720868802561189575/B57DE8DE16527FA08A9D2EB23CF637B223F6E36C/[/img]
[img]http://cloud-2.steampowered.com/ugc/864982006124138427/2EE086F49F80D8709F5CCA0829AE4192452BDB7D/[/img]
[img]http://cloud.steampowered.com/ugc/741134203428725832/10EFD1F7D7F025D73D93C06659DA7521E0B9A60E/[/img]
[img]http://cloud-2.steampowered.com/ugc/720868802561191910/E08E349118AF8F1E05796A6D90E1924F49289DD6/[/img]
[img]http://cloud-2.steampowered.com/ugc/741134203428731404/2ED767E08C53AA240EC25CBD9B1E8C3361F6CA35/[/img]
[img]http://cloud-3.steampowered.com/ugc/864982006124144328/84720BD8B497E0562EFCB7407452D3778BF6AC39/[/img]
[img]http://cloud-3.steampowered.com/ugc/720868802561187071/82A90B6E3BC0A2E4C9190F4FB2CDAB04465648BA/[/img]
[img]http://cloud-2.steampowered.com/ugc/741134203428718272/226F3B10DBFECCBE28BE0B7F90CC8A6AC7C17682/[/img][/spoiler]

[b]Changelog:[/b]

[i]A3[/i]
-Added back the small cliff packs.
-Switched mid cliff packs to mediums.
-Adjusted the cliff so it goes straight down to the platform. A house replaces the rock next to the cliff, and takes over part of the old cliff area.
-Adjusted clipping on the left route going to mid.
-Removed a stray icicle.

[i]A2[/i]
-"De-Icarusified" it, as gr8stalin would say.
-Adapted some more cp_coldfront -> cp_warmfront changes. For example, the far right entrance to the spawn building (looking to mid) is now level with the platform.
-Added small healthkits at mid, where the medium ones originally were in the cp versions.
-Removed some remaining snow textures.
-Added a house over the middle entrance to mid; looking at mid, the main section is on the left side, and a tunnel section goes over the entrance.
-Moved the "arches" that were at the middle entrance to the left entrance (looking at mid).
-Adjusted displacements.
-Adjusted sound effects.
-Adjusted cap time to about the same time as Viaduct's.
-Fixed the "blackness" error where the cave the bases are in would only appear as black from the outside (and only skybox would appear on the inside). This error was caused when decompiling; it appears in cp_warmfront also.

[i]A1 (from koth_coldfront_rc2)[/i]
-Well, made it warm, of course.
-Doors open faster.
-Removed small health kits on cliffs.
-Added rocks back in from the CP version.
-Due to errors that always occur when decompiling any map, all optimizations had to be removed. This shouldn't be a big issue for initial testing, and it will get fixed by beta.
-I forgot to change some textures, so there is still some snow.

Shoutouts to Icarus, Sel, Void, and YM for the original map (assuming they were all involved in the original KOTH version), and to whoever made cp_warmfront.
2
#2
7 Frags +

likely a fun map

but I also thought mainline was good so...

likely a fun map

but I also thought mainline was good so...
3
#3
-34 Frags +

its not badlands

its not badlands
4
#4
18 Frags +
PapaSmurf323its not badlands

fucking
stop
please

it's not funny

[quote=PapaSmurf323]its not badlands[/quote]
fucking
stop
please

it's not funny
5
#5
10 Frags +

Seeing how mid is the only good part of warmfront imo, I approve.

Seeing how mid is the only good part of warmfront imo, I approve.
6
#6
3 Frags +

I like it

I like it
7
#7
3 Frags +
hookyPapaSmurf323its not badlandsfucking
stop
please

it's not funny

it's an ancient gotfrag thing that stopped being funny years ago i think

i can almost appreciate his dedication if it weren't for the above fact

[quote=hooky][quote=PapaSmurf323]its not badlands[/quote]
fucking
stop
please

it's not funny[/quote]
it's an ancient gotfrag thing that stopped being funny years ago i think

i can almost appreciate his dedication if it weren't for the above fact
8
#8
1 Frags +

mid on a hill
something tall with ways beside it dividing hill from a yard
connectors between hill-yard and spawn-yard
spawn-yard (2nd in this case)
spawn

just like viaduct and lakeside and every other good-ish comp koth map ever!!!

mid on a hill
something tall with ways beside it dividing hill from a yard
connectors between hill-yard and spawn-yard
spawn-yard (2nd in this case)
spawn

just like viaduct and lakeside and every other good-ish comp koth map ever!!!
9
#9
2 Frags +

Have always been a huge fan of warmfront so can't wait to try this out. What's the reasoning behind the removal of both the cliff and point healthpacks? Seems like you'd have to hold either very forward or very far back in order to make use of any of the packs. Also are you aiming for this to be more of a 6s or highlander map?

Have always been a huge fan of warmfront so can't wait to try this out. What's the reasoning behind the removal of both the cliff and point healthpacks? Seems like you'd have to hold either very forward or very far back in order to make use of any of the packs. Also are you aiming for this to be more of a 6s or highlander map?
10
#10
0 Frags +
GiraffeHave always been a huge fan of warmfront so can't wait to try this out. What's the reasoning behind the removal of both the cliff and point healthpacks? Seems like you'd have to hold either very forward or very far back in order to make use of any of the packs. Also are you aiming for this to be more of a 6s or highlander map?

Point healthpacks were removed in koth_coldfront by the original developer. I wouldn't be against adding small ones in their place.

Cliff packs were removed so snipers can't hang out on the cliffs. Might add in full ones because I love powah.

I want this to be a 6s map as there seemingly aren't as many good KOTH maps for 6s as there are for HL. Maybe that's wrong, but I don't play HL anyway.

[quote=Giraffe]Have always been a huge fan of warmfront so can't wait to try this out. What's the reasoning behind the removal of both the cliff and point healthpacks? Seems like you'd have to hold either very forward or very far back in order to make use of any of the packs. Also are you aiming for this to be more of a 6s or highlander map?[/quote]
Point healthpacks were removed in koth_coldfront by the original developer. I wouldn't be against adding small ones in their place.

Cliff packs were removed so snipers can't hang out on the cliffs. [s]Might add in full ones because I love powah.[/s]

I want this to be a 6s map as there seemingly aren't as many good KOTH maps for 6s as there are for HL. Maybe that's wrong, but I don't play HL anyway.
11
#11
1 Frags +

- Sniper sightlines are "literally" broken. Right now the only way for a medic to get into spawn from yard is through a sightline, the far left entrance when facing mid.
- There's no health on mid. Removing the cliff health is good thing, but you should mimic viaduct (pro) and put another pill next to the point, I'd say where the lunchboxes on mid are on coldfront.
- Wall rocketjumps and stickyjumps through the connectors are overpowered because they go so tall, like you can just make two jumps across the whole map in a straight line.
- The right side of the indoors near spawn is broken, make it like warmfront where you can just walk up a ramp onto the platform in there.
- This is less concrete than the other stuff, but pushing through the far left connector to mid feels like a really bad idea, just for what it's worth.

- Sniper sightlines are "literally" broken. Right now the only way for a medic to get into spawn from yard is through a sightline, the far left entrance when facing mid.
- There's no health on mid. Removing the cliff health is good thing, but you should mimic viaduct (pro) and put another pill next to the point, I'd say where the lunchboxes on mid are on coldfront.
- Wall rocketjumps and stickyjumps through the connectors are overpowered because they go so tall, like you can just make two jumps across the whole map in a straight line.
- The right side of the indoors near spawn is broken, make it like warmfront where you can just walk up a ramp onto the platform in there.
- This is less concrete than the other stuff, but pushing through the far left connector to mid feels like a really bad idea, just for what it's worth.
12
#12
-5 Frags +

i find it still funny because it reminds me of a day when the default tf2 forums were much more interesting

in other news this map looks good and i hope we replace metalworks with it because metalworks is terrible

i find it still funny because it reminds me of a day when the default tf2 forums were much more interesting

in other news this map looks good and i hope we replace metalworks with it because metalworks is terrible
13
#13
4 Frags +
PapaSmurf323its not viaduct
[quote=PapaSmurf323]its not [b]viaduct[/b][/quote]
14
#14
0 Frags +

If applicable, there's a tiny gap in the wall of all the cp_[blah]front maps. It's on the left hand side and you can fire stickies through it. Said stickies land on the inside of the wall at mid and will splash through the wall.

If applicable, there's a tiny gap in the wall of all the cp_[blah]front maps. It's on the left hand side and you can fire stickies through it. Said stickies land on the inside of the wall at mid and will splash through the wall.
15
#15
2 Frags +

^ Yes, it exists here. However, I won't fix it as it's extremely hard to get right (I can't even get it to shoot through after the first shot even when I'm not moving my mouse) and also (I'm assuming here) extremely hard to fix. I tried for a few hours to fix it, talked with some other mapmakers about it, and came to the conclusion that it just doesn't seem that important. Earliest it will get fixed is beta, if it even gets fixed. And it's never been a problem before to my knowledge; it has nothing to do with why cp_warmfront got voted out.

Alpha 2 is now out!

Downloads:
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/koth_warmfront_a2.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/koth_warmfront_a2.bsp.bz2

Changelog:
-"De-Icarusified" it, as gr8stalin would say.
-Adapted some more cp_coldfront -> cp_warmfront changes. For example, the far right entrance to the spawn building (looking to mid) is now level with the platform.
-Added small healthkits at mid, where the medium ones originally were in the cp versions.
-Removed some remaining snow textures.
-Added a house over the middle entrance to mid; looking at mid, the main section is on the left side, and a tunnel section goes over the entrance.
-Moved the "arches" that were at the middle entrance to the left entrance (looking at mid).
-Adjusted displacements.
-Adjusted sound effects.
-Adjusted cap time to about the same time as Viaduct's.
-Fixed the "blackness" error where the cave the bases are in would only appear as black from the outside (and only skybox would appear on the inside). This error was caused when decompiling; it appears in cp_warmfront also.

I believe that's everything. Please test this! :D

New pics will probably be up later tonight.

^ Yes, it exists here. However, I won't fix it as it's extremely hard to get right (I can't even get it to shoot through after the first shot even when I'm not moving my mouse) and also (I'm assuming here) extremely hard to fix. I tried for a few hours to fix it, talked with some other mapmakers about it, and came to the conclusion that it just doesn't seem that important. Earliest it will get fixed is beta, if it even gets fixed. And it's never been a problem before to my knowledge; it has nothing to do with why cp_warmfront got voted out.

[b]Alpha 2[/b] is now out!

[u]Downloads:[/u]
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/koth_warmfront_a2.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/koth_warmfront_a2.bsp.bz2

[b]Changelog:[/b]
-"De-Icarusified" it, as gr8stalin would say.
-Adapted some more cp_coldfront -> cp_warmfront changes. For example, the far right entrance to the spawn building (looking to mid) is now level with the platform.
-Added small healthkits at mid, where the medium ones originally were in the cp versions.
-Removed some remaining snow textures.
-Added a house over the middle entrance to mid; looking at mid, the main section is on the left side, and a tunnel section goes over the entrance.
-Moved the "arches" that were at the middle entrance to the left entrance (looking at mid).
-Adjusted displacements.
-Adjusted sound effects.
-Adjusted cap time to about the same time as Viaduct's.
-Fixed the "blackness" error where the cave the bases are in would only appear as black from the outside (and only skybox would appear on the inside). This error was caused when decompiling; it appears in cp_warmfront also.

I believe that's everything. Please test this! :D

New pics will probably be up later tonight.
16
#16
0 Frags +

Excited to try it out in pugs tonight. Will edit this post later for feedback

Excited to try it out in pugs tonight. Will edit this post later for feedback
17
#17
2 Frags +

Alpha 3 is now out!

Downloads:
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/koth_warmfront_a3.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/koth_warmfront_a3.bsp.bz2

Changelog:
-Added back the small cliff packs.
-Switched mid cliff packs to mediums.
-Adjusted the cliff so it goes straight down to the platform. A house replaces the rock next to the cliff, and takes over part of the old cliff area.
-Adjusted clipping on the left route going to mid.
-Removed a stray icicle.

[b]Alpha 3[/b] is now out!

[u]Downloads:[/u]
BSP: https://dl.dropboxusercontent.com/u/31103105/Maps/koth_warmfront_a3.bsp
BZ2: https://dl.dropboxusercontent.com/u/31103105/Maps/koth_warmfront_a3.bsp.bz2

[b]Changelog:[/b]
-Added back the small cliff packs.
-Switched mid cliff packs to mediums.
-Adjusted the cliff so it goes straight down to the platform. A house replaces the rock next to the cliff, and takes over part of the old cliff area.
-Adjusted clipping on the left route going to mid.
-Removed a stray icicle.
18
#18
2 Frags +

It looks like you can get on that porch/balcony on the outer side of the house. You should change the way it looks or unclip it.

I still don't think the cliff mini-kit is a good idea, considering that it's right between and close to two medium-kits.

I lose frames a lot outside. You should consider making the big hole that was broken by decompiling have an areaportalwindow that fades out fully before the very middle of the map, so that you can only see into one of them at a time. There's also some stuff you could do with hint brushes and un-func_detailing some stuff, but that's a lot more complicated and I don't think it's the right kind of feedback for this stage of development.

It looks like you can get on that porch/balcony on the outer side of the house. You should change the way it looks or unclip it.

I still don't think the cliff mini-kit is a good idea, considering that it's right between and close to two medium-kits.

I lose frames a lot outside. You should consider making the big hole that was broken by decompiling have an areaportalwindow that fades out fully before the very middle of the map, so that you can only see into one of them at a time. There's also some stuff you could do with hint brushes and un-func_detailing some stuff, but that's a lot more complicated and I don't think it's the right kind of feedback for this stage of development.
19
#19
cp_granary_pro
8 Frags +

With hooky's permission, I have updated the map to test its viability.
DL: https://www.dropbox.com/s/0yxiy896jkbgr28/koth_warmfront_a4.bsp?dl=0

changelog:
-heightened the skybox
-fixed map leak
-removed some objects and clutter
-fixed some clipping
-made spawn door triggers larger
-removed small health pack on cliff
-widened the cliff area
-moved some objects to block sniper sight lines
-moved some objects to make areas more accesible
-mirrored objects
-fixed some object fades
-other small misc changes

With hooky's permission, I have updated the map to test its viability.
DL: https://www.dropbox.com/s/0yxiy896jkbgr28/koth_warmfront_a4.bsp?dl=0

changelog:
-heightened the skybox
-fixed map leak
-removed some objects and clutter
-fixed some clipping
-made spawn door triggers larger
-removed small health pack on cliff
-widened the cliff area
-moved some objects to block sniper sight lines
-moved some objects to make areas more accesible
-mirrored objects
-fixed some object fades
-other small misc changes
20
#20
0 Frags +

im trying to get a pug going rn to playtest this map. NA only.
join up if you interested https://discord.gg/7XD7WnJ
Edit:bad link

im trying to get a pug going rn to playtest this map. NA only.
join up if you interested https://discord.gg/7XD7WnJ
Edit:bad link
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