Hello everyone,
I'm proud to announce that after a nice chat with the original creator of the well-liked alpha KOTH map koth_torx (http://forums.tf2maps.net/showthread.php?t=16820) that I'm adopting it and turning it into my own creation.
KOTH_CANOPY
CURRENT VERSION: B3A: https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_canopy_b3a.bsp.bz2
koth_canopy, as it's now called, will take the best ideas from Torx and place them into what I hope will end up being a decently nice KOTH map.
I'll be working on this map alongside Edifice over the next few months to hopefully get it up to standards. Until then, I hope whoever remembers the old one will appreciate the return of Torx (even if it's grown up a little) and I hope the testing goes well.
Screenshots:
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-28_00001.jpg
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-28_00004.jpg
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-28_00003.jpg
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-28_00007.jpg
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-06-08_00002.jpg
Hello everyone,
I'm proud to announce that after a nice chat with the original creator of the well-liked alpha KOTH map koth_torx (http://forums.tf2maps.net/showthread.php?t=16820) that I'm adopting it and turning it into my own creation.
[b]KOTH_CANOPY[/b]
[b]CURRENT VERSION: B3A:[/b] https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_canopy_b3a.bsp.bz2
koth_canopy, as it's now called, will take the best ideas from Torx and place them into what I hope will end up being a decently nice KOTH map.
I'll be working on this map alongside Edifice over the next few months to hopefully get it up to standards. Until then, I hope whoever remembers the old one will appreciate the return of Torx (even if it's grown up a little) and I hope the testing goes well.
Screenshots:
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-28_00001.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-28_00004.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-28_00003.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-28_00007.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-06-08_00002.jpg[/img]
I think you should focus on edifice more for now since that's more likely to be used in the upcoming season
either way, i can't wait to see the alpha for this.
I think you should focus on edifice more for now since that's more likely to be used in the upcoming season
either way, i can't wait to see the alpha for this.
tehh4ck3rI think you should focus on edifice more for now since that's more likely to be used in the upcoming season
yeah, this is just an on-and-off project for the times when I have no tests/test feedback for Edifice. I'll be working on that more than this one but since I just got permission to make this from the original creator I thought I'd post and see if anyone remembers Torx.
[quote=tehh4ck3r]I think you should focus on edifice more for now since that's more likely to be used in the upcoming season[/quote]
yeah, this is just an on-and-off project for the times when I have no tests/test feedback for Edifice. I'll be working on that more than this one but since I just got permission to make this from the original creator I thought I'd post and see if anyone remembers Torx.
Glad to see someone picking this map up again.
Glad to see someone picking this map up again.
looks sweet, can't wait to play it in a PUG or something
looks sweet, can't wait to play it in a PUG or something
A1A released. Hopefully this is gunna be tested in New Map PUGs so that'll be cool.
Download - https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_torque_a1a.bsp.bz2
Screenshots:
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-12_00001.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-12_00003.jpg[/img]
It's low enough that people will expect to be able to sit on it, but that would be way too hard to push into when someone is up there, I was certainly disappointed when I couldn't sit up there. People will still want to be able to sit on it, just less likely to expect it.
http://i.imgur.com/HJQkEAl.jpg
It's low enough that people will expect to be able to sit on it, but that would be way too hard to push into when someone is up there, I was certainly disappointed when I couldn't sit up there. People will still want to be able to sit on it, just less likely to expect it.
[img]http://i.imgur.com/HJQkEAl.jpg[/img]
I'm no pro at reviewing maps so please don't kill me if I say something retarded or anything but when I had a poke around I noticed a few things that I though could affect it.
http://i.imgur.com/B5txOBM.jpg
That sight line is massive and looks straight onto an exit for the spawn
http://i.imgur.com/gRvsd3N.jpg
I think the little highlighted area is kind of pointless, the healthpack is good but what would you do in that little hole?
http://i.imgur.com/ZAyuQgl.jpg
Overall the map seems a bit too long, the space in front of spawns is big, there is a lot of indoor space and then the distance to the point from there all seems a bit excessive. This could make it hard to push all the way from your spawn and make games a bit slow paced, also there are some really open flank routes on the sides of the map, not sure about them either.
I'm no pro at reviewing maps so please don't kill me if I say something retarded or anything but when I had a poke around I noticed a few things that I though could affect it.
[img]http://i.imgur.com/B5txOBM.jpg[/img]
That sight line is massive and looks straight onto an exit for the spawn
[img]http://i.imgur.com/gRvsd3N.jpg[/img]
I think the little highlighted area is kind of pointless, the healthpack is good but what would you do in that little hole?
[img]http://i.imgur.com/ZAyuQgl.jpg[/img]
Overall the map seems a bit too long, the space in front of spawns is big, there is a lot of indoor space and then the distance to the point from there all seems a bit excessive. This could make it hard to push all the way from your spawn and make games a bit slow paced, also there are some really open flank routes on the sides of the map, not sure about them either.
BokorIt's low enough that people will expect to be able to sit on it, but that would be way too hard to push into when someone is up there, I was certainly disappointed when I couldn't sit up there. People will still want to be able to sit on it, just less likely to expect it.
http://i.imgur.com/HJQkEAl.jpg
Its there to limit jumping, you could just stretch it upward to make it taller but I don't think its that big of a deal.
[quote=Bokor]It's low enough that people will expect to be able to sit on it, but that would be way too hard to push into when someone is up there, I was certainly disappointed when I couldn't sit up there. People will still want to be able to sit on it, just less likely to expect it.
[img]http://i.imgur.com/HJQkEAl.jpg[/img][/quote]
Its there to limit jumping, you could just stretch it upward to make it taller but I don't think its that big of a deal.
WalkaBokorIt's low enough that people will expect to be able to sit on it, but that would be way too hard to push into when someone is up there, I was certainly disappointed when I couldn't sit up there. People will still want to be able to sit on it, just less likely to expect it.
http://i.imgur.com/HJQkEAl.jpg
Its there to limit jumping, you could just stretch it upward to make it taller but I don't think its that big of a deal.
He could just get rid of that sloped roof
[quote=Walka][quote=Bokor]It's low enough that people will expect to be able to sit on it, but that would be way too hard to push into when someone is up there, I was certainly disappointed when I couldn't sit up there. People will still want to be able to sit on it, just less likely to expect it.
[img]http://i.imgur.com/HJQkEAl.jpg[/img][/quote]
Its there to limit jumping, you could just stretch it upward to make it taller but I don't think its that big of a deal.[/quote]
He could just get rid of that sloped roof
Ooh, I will be excited to try this out in one of my in house pugs. I will give you feedback once I play it :)
Ooh, I will be excited to try this out in one of my in house pugs. I will give you feedback once I play it :)
I think that sniper line is pretty much useless droid because the other entrance on that side in really close and he can't see that entrance at all so they would just go in through right. I think this would be a better spot:
http://i.imgur.com/3QviW64.jpg
WalkaIts there to limit jumping, you could just stretch it upward to make it taller but I don't think its that big of a deal.
That would really only help defenders, so when this is playtested if its really hard to push into then maybe he should move it up otherwise I guess you're right.
I think that sniper line is pretty much useless droid because the other entrance on that side in really close and he can't see that entrance at all so they would just go in through right. I think this would be a better spot:[img]http://i.imgur.com/3QviW64.jpg[/img]
[quote=Walka]Its there to limit jumping, you could just stretch it upward to make it taller but I don't think its that big of a deal.[/quote]
That would really only help defenders, so when this is playtested if its really hard to push into then maybe he should move it up otherwise I guess you're right.
http://i.imgur.com/OA8Wk6u.jpg
Why the hell is this so bright from inside and not outside?
[img]http://i.imgur.com/OA8Wk6u.jpg[/img]
Why the hell is this so bright from inside and not outside?
WalkaIts there to limit jumping, you could just stretch it upward to make it taller but I don't think its that big of a deal.
bokorThat would really only help defenders, so when this is playtested if its really hard to push into then maybe he should move it up otherwise I guess you're right.
Its mostly something that was found to be an issue on an earlier version of the map, but I think it should be tested a bit more as it is before its changed again.
[quote=Walka]Its there to limit jumping, you could just stretch it upward to make it taller but I don't think its that big of a deal.[/quote]
[quote=bokor]That would really only help defenders, so when this is playtested if its really hard to push into then maybe he should move it up otherwise I guess you're right.[/quote]
Its mostly something that was found to be an issue on an earlier version of the map, but I think it should be tested a bit more as it is before its changed again.
koth_torque_a2 released!
https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_torque_a2.bsp.bz2
-New theme (jungle!)
-Tiny layout edits everywhere
-General Bug Fixes
ScreenshotS:
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00007.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00008.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00009.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00010.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00011.jpg[/img]
Get it here or in the OP! Feel free to test!
Thanks for bringing back the original aesthetic, it looks really good and its different from most other maps I know.
I would like to see what the map would be like without the board overtop of point with the vial but still keep the two overhangs, this could just be aesthetic but the board just looks a little out of place but it could also alter the fight a little.
Thanks for bringing back the original aesthetic, it looks really good and its different from most other maps I know.
I would like to see what the map would be like without the board overtop of point with the vial but still keep the two overhangs, this could just be aesthetic but the board just looks a little out of place but it could also alter the fight a little.
[quote=Phi]koth_torque_a2 released!
https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_torque_a2.bsp.bz2
-New theme (jungle!)
-Tiny layout edits everywhere
-General Bug Fixes
ScreenshotS:
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00007.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00008.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00009.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00010.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-04-17_00011.jpg[/img]
Get it here or in the OP! Feel free to test![/quote]
OMG that looks sick...
WE'RE (ALMOST) NOT IN ALPHA ANYMORE
Alpha A4A Released! https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_torque_a4a.bsp.bz2
I've detailed 90% of the map so far... this will probably be the last iteration before beta. Hope you all enjoy! The map will get an official rename once it hits beta. "Torque" isn't the best name, I'll probably change it to "amazon", "canopy", or "piranha". Those are all pretty cool names.
Testing is cool so if you do so please return results asap! I know, I went crazy on the detailing side of things... hopefully that won't impact the gameplay!
Changelog:
Detailed a ton
Displacements everywhere!
Jungle everywhere!
Optimized a little
Clips
General flow optimizations
A few discreet layout changes
Screenshots!
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-26_00015.jpg
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-26_00016.jpg
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-26_00018.jpg
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-26_00019.jpg
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-26_00020.jpg
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-26_00022.jpg
WE'RE (ALMOST) NOT IN ALPHA ANYMORE
Alpha A4A Released! [url]https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_torque_a4a.bsp.bz2[/url]
I've detailed 90% of the map so far... this will probably be the last iteration before beta. Hope you all enjoy! The map will get an official rename once it hits beta. "Torque" isn't the best name, I'll probably change it to "amazon", "canopy", or "piranha". Those are all pretty cool names.
Testing is cool so if you do so please return results asap! I know, I went crazy on the detailing side of things... hopefully that won't impact the gameplay!
Changelog:
Detailed a ton
Displacements everywhere!
Jungle everywhere!
Optimized a little
Clips
General flow optimizations
A few discreet layout changes
Screenshots!
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-26_00015.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-26_00016.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-26_00018.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-26_00019.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-26_00020.jpg[/img]
[img]https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-05-26_00022.jpg[/img]
Damn. I liked pugging torx back in the NMW pugs, I wanna get in on this.
Damn. I liked pugging torx back in the NMW pugs, I wanna get in on this.
The theme reminds me of borneo, and I like it :)
This map has a lot of potential, although I do think you should focus on edifice as it has a much better chance of making it into rotation for next season.
The theme reminds me of borneo, and I like it :)
This map has a lot of potential, although I do think you should focus on edifice as it has a much better chance of making it into rotation for next season.
SneakyPolarBearThe theme reminds me of borneo, and I like it :)
This map has a lot of potential, although I do think you should focus on edifice as it has a much better chance of making it into rotation for next season.
Yeah, Edifice is certainly closer to being esea-ready than this, haha...
although I won't be making any changes to it (Edifice) until its tests and matches have been played on it in UGC and CEVO. I certainly won't forget it, though.
Thanks for the kind words, and a beta 1 will be released shortly...hope you all enjoy, haha!
[quote=SneakyPolarBear]The theme reminds me of borneo, and I like it :)
This map has a lot of potential, although I do think you should focus on edifice as it has a much better chance of making it into rotation for next season.[/quote]
Yeah, Edifice is certainly closer to being esea-ready than this, haha...
although I won't be making any changes to it (Edifice) until its tests and matches have been played on it in UGC and CEVO. I certainly won't forget it, though.
Thanks for the kind words, and a beta 1 will be released shortly...hope you all enjoy, haha!
[img]http://cloud-2.steampowered.com/ugc/559850022952746373/F363685EA7412361420DA54DD895158456C23FA1/[/img]
[img]http://cloud.steampowered.com/ugc/559850022952747620/3196975E66C0CCD1074C99E1CB9E2BC3C28E4AE3/[/img]
I assume this isn't intentional
Very cool looking map though, I hope to see it played soon
map is really good i think, probably more fun than viaduct. ppl should pug it more (at all?).
has one bad sightline: http://cloud.steampowered.com/ugc/578990744184814281/E9306DA5574BDF4A4955D122612EB785DD31F311/1024x576.resizedimage
map is really good i think, probably more fun than viaduct. ppl should pug it more (at all?).
has one bad sightline: http://cloud.steampowered.com/ugc/578990744184814281/E9306DA5574BDF4A4955D122612EB785DD31F311/1024x576.resizedimage
b2 released
https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_canopy_b2.bsp.bz2
general changelog:
- Added jump route with crates from mid ground to mid ledges
- Adjusted fog and render distances
- Added general clutter and props under stairs etc
- Added windows to open up various rooms
- General bug fixes
- full ldr and hdr Cubemaps
- HDR (although it's barely noticable)
i'd love if people could pug it because who knows it might be more fun than viaduct~~
until then i'll leave you with another screenshot:
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-06-08_00002.jpg
b2 released
https://dl.dropboxusercontent.com/u/84556731/koth_torque/koth_canopy_b2.bsp.bz2
general changelog:
- Added jump route with crates from mid ground to mid ledges
- Adjusted fog and render distances
- Added general clutter and props under stairs etc
- Added windows to open up various rooms
- General bug fixes
- full ldr and hdr Cubemaps
- HDR (although it's barely noticable)
i'd love if people could pug it because who knows it might be more fun than viaduct~~
until then i'll leave you with another screenshot:
https://dl.dropboxusercontent.com/u/84556731/koth_torque/2013-06-08_00002.jpg
i tried to DL it, but it was in the bsp.bz2, and my tf2 folder doesnt read that. is there a way to just get bsp?
i tried to DL it, but it was in the bsp.bz2, and my tf2 folder doesnt read that. is there a way to just get bsp?
extract it using 7zip/winrar
extract it using 7zip/winrar