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current version: koth_proside_v1 05/06/22
I thought I'd have a crack at reworking some aspects of lakeside as a fun side project. Any feedback is appreciated.
Changes include the addition of a new walk way up to point, retextured blu side to help distinguish it from red and alot of the packs have been adjusted/moved or added. Map is currently being run in ozfortress Highlander Season 1. Will have it on github and write up a change-log soon™️.
If you have any other questions or want to run the map in a cup feel free to reach out to me on discord(xobile#9263) or steam.
Screenshots
Show Content
Workshop
TF2Maps
[u][url=https://drive.google.com/file/d/1JOM5YnZyVPz6TzcIqzJiC1bq_1_B2K0P/view?usp=sharing]DOWNLOAD[/url][/u]
current version: koth_proside_v1 05/06/22
I thought I'd have a crack at reworking some aspects of lakeside as a fun side project. Any feedback is appreciated.
Changes include the addition of a new walk way up to point, retextured blu side to help distinguish it from red and alot of the packs have been adjusted/moved or added. Map is currently being run in ozfortress Highlander Season 1. Will have it on github and write up a change-log soon™️.
If you have any other questions or want to run the map in a cup feel free to reach out to me on discord(xobile#9263) or [url=http://steamcommunity.com/profiles/76561198017283362]steam[/url].
[b]Screenshots[/b]
[spoiler]
Point
[img]https://cdn.discordapp.com/attachments/982986614068367420/983205207439736842/unknown.png[/img]
Boardwalk
[img]https://cdn.discordapp.com/attachments/982986614068367420/983205233427611658/unknown.png[/img]
Blu Side
[img]https://cdn.discordapp.com/attachments/982986614068367420/983205251987410954/unknown.png[/img][/spoiler][u][/u]
[url=https://steamcommunity.com/sharedfiles/filedetails/?id=2818658554]Workshop[/url]
[url=https://tf2maps.net/downloads/proside.13068/]TF2Maps[/url]
This is cool. Lakeside is an underrated map. You made it much easier for non-explosive classes to get on high ground on both sides which is great because it allows smart rotates but koth HL is too reliant on sniper and if anything this version has buffed sniper so I would like to see some sniper nerfs like slightly covering a sightline or something.
Also maybe a night version like ashville has.
This is cool. Lakeside is an underrated map. You made it much easier for non-explosive classes to get on high ground on both sides which is great because it allows smart rotates but koth HL is too reliant on sniper and if anything this version has buffed sniper so I would like to see some sniper nerfs like slightly covering a sightline or something.
Also maybe a night version like ashville has.
MongThis is cool. Lakeside is an underrated map. You made it much easier for non-explosive classes to get on high ground on both sides which is great because it allows smart rotates but koth HL is too reliant on sniper and if anything this version has buffed sniper so I would like to see some sniper nerfs like slightly covering a sightline or something.
Also maybe a night version like ashville has.
I think the other version was night version but personally I have difficulties with visibility and the original map was daytime so I thought I'd revert it. I was hoping that once it was easier for other classes to approach point it would sort of have a trickle down effect where it nerfed sniper a bit as a result. I think in the future I want to add more cover and make the outer ramp approach to point a bit more useful, that whole side area opposite pool is just dead space.
[quote=Mong]This is cool. Lakeside is an underrated map. You made it much easier for non-explosive classes to get on high ground on both sides which is great because it allows smart rotates but koth HL is too reliant on sniper and if anything this version has buffed sniper so I would like to see some sniper nerfs like slightly covering a sightline or something.
Also maybe a night version like ashville has.[/quote]
I think the other version was night version but personally I have difficulties with visibility and the original map was daytime so I thought I'd revert it. I was hoping that once it was easier for other classes to approach point it would sort of have a trickle down effect where it nerfed sniper a bit as a result. I think in the future I want to add more cover and make the outer ramp approach to point a bit more useful, that whole side area opposite pool is just dead space.