With Hooky's permission, I have started to update his version of koth_warmfront.
DL_A13.bsp: https://www.dropbox.com/s/67d6c76vh2f3e40/koth_warmfront_a13.bsp?dl=0
Changelog:
A13:
-reworked main choke and cliff
-widened flank
-made spawn door bigger
-removed vents
-misc
A12:
-made the area under house more roomy and added small health kit
-added bridge in main choke
-added small ammo packs on mid
-blocked sniper sight line from cliff to spawn
-reworked lobby and battlements
-shutter door from lobby to spawn closes instead of staying open
-ammo packs on mid are now medium
-moved the ammo and health pack behind cliff to beside the fence
-removed the pipes from under the bridges
A7:
-removed cliff fence and vent
-added another step to cliff to allow medics/other classes to jump up
-added small pack room in middle choke
-removed some props that prevented easy rocket jumping
-fixed roofs for jumping
-improved clipping and fixed some textures
-hdr support
A6:
-added vents to block extremely high sticky jumps
-removed boxes near spawn
-clipped the wall near spawn to block hiding spot
-removed some rocks that could easily hide stickies
-other small misc changes/fixes
A5:
-fixed some clipping
-fixed some props not being solid
-added a 3rd spawn door
-changed health packs on mid to small
-changed ammo packs on mid to small
-added fences to show that areas are not accessible
A4:
-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 accessible
-mirrored objects
-fixed some object fades
-other small misc changes
screenshots
With Hooky's permission, I have started to update [url=http://www.teamfortress.tv/13315/koth-warmfront]his version[/url] of koth_warmfront.
[b]DL_A13.bsp:[/b] https://www.dropbox.com/s/67d6c76vh2f3e40/koth_warmfront_a13.bsp?dl=0
[b]Changelog:[/b]
A13:
-reworked main choke and cliff
-widened flank
-made spawn door bigger
-removed vents
-misc
A12:
-made the area under house more roomy and added small health kit
-added bridge in main choke
-added small ammo packs on mid
-blocked sniper sight line from cliff to spawn
-reworked lobby and battlements
-shutter door from lobby to spawn closes instead of staying open
-ammo packs on mid are now medium
-moved the ammo and health pack behind cliff to beside the fence
-removed the pipes from under the bridges
A7:
-removed cliff fence and vent
-added another step to cliff to allow medics/other classes to jump up
-added small pack room in middle choke
-removed some props that prevented easy rocket jumping
-fixed roofs for jumping
-improved clipping and fixed some textures
-hdr support
A6:
-added vents to block extremely high sticky jumps
-removed boxes near spawn
-clipped the wall near spawn to block hiding spot
-removed some rocks that could easily hide stickies
-other small misc changes/fixes
A5:
-fixed some clipping
-fixed some props not being solid
-added a 3rd spawn door
-changed health packs on mid to small
-changed ammo packs on mid to small
-added fences to show that areas are not accessible
A4:
-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 accessible
-mirrored objects
-fixed some object fades
-other small misc changes
[url=https://imgur.com/a/wtNenUM]screenshots[/url]
would this be considered a "new map" then or
would this be considered a "new map" then or
Will this attempt manage to become the warmest front?
Will this attempt manage to become the warmest front?
i hope all these new maps make it into the rotation
current one is stale af
i hope all these new maps make it into the rotation
current one is stale af
PogChamp I fucking love this map hope it succeeds.
PogChamp I fucking love this map hope it succeeds.
good luck on working on this map i love warmfront
good luck on working on this map i love warmfront
Uploaded it to serveme: http://fakkelbrigade.eu/maps/koth_warmfront_a5.bsp
Looks very good!
Waiting for benroads post
Looks very good!
Waiting for benroads post
we need more than just one koth map in the rotation, hope this makes it in next season
we need more than just one koth map in the rotation, hope this makes it in next season
ive always loved coldfront/warmfront but i wasnt around back when it was played in 6s, would be really cool to see this map come back
ive always loved coldfront/warmfront but i wasnt around back when it was played in 6s, would be really cool to see this map come back
yes i want to see this map back in the rotation
yes i want to see this map back in the rotation
coldfront/warmfront is honestly atrocious as a competitive 6s map, feels way too much like 5gorge with even more chokes
that being said it has a sexy as hell midpoint and I can't wait to see a koth version played competitively. The size of it might also make it work well for HL too.
coldfront/warmfront is honestly atrocious as a competitive 6s map, feels way too much like 5gorge with even more chokes
that being said it has a sexy as hell midpoint and I can't wait to see a koth version played competitively. The size of it might also make it work well for HL too.
I want to see this being played.
I want to see this being played.
A6 is out! This will probably be the last update until it is play tested.
DL: https://www.dropbox.com/s/nj5bhy5rwuc3ws5/koth_warmfront_a6.bsp?dl=0
Changelog:
-added vents to block extremely high sticky jumps
-removed boxes near spawn
-clipped the wall near spawn to block hiding spot
-removed some rocks that could easily hide stickies
-other small misc changes/fixes
A6 is out! This will probably be the last update until it is play tested.
DL: https://www.dropbox.com/s/nj5bhy5rwuc3ws5/koth_warmfront_a6.bsp?dl=0
Changelog:
-added vents to block extremely high sticky jumps
-removed boxes near spawn
-clipped the wall near spawn to block hiding spot
-removed some rocks that could easily hide stickies
-other small misc changes/fixes
I will be playtesting this with some homies after midterms. This look cool af gj dagger
I will be playtesting this with some homies after midterms. This look cool af gj dagger
From playing on mapchamp, it's pretty hard to see what's going on around the point, because of how big the building is. You can't really see much of the opposite side of mid and as medic, it was really hard to get heals to everybody. It was alright though overall, curious what other people thought of the map!
From playing on mapchamp, it's pretty hard to see what's going on around the point, because of how big the building is. You can't really see much of the opposite side of mid and as medic, it was really hard to get heals to everybody. It was alright though overall, curious what other people thought of the map!
I am ready. Fucking love warmfront.
I am ready. Fucking love warmfront.
Played a few times on mapchamp here is my assessment of what I found, playing roamer, scout, demo (left and right looking from attackers side)
I think the left side needs changing up, it's a bit reminiscent of PC in process, it doesn't really function as a flank- there's no real room for you to actually fight someone in there. If you're defending, you can't really aggro on them, because their team is so near and they have healthpack advantage. If you're attacking, you have to go through a narrow space against height ad, it just becomes dead space as long as someone is watching. I think it could do with widening, give people a bit of space to manoeuvre around the spam, roamer on his own shouldn't be able to deny most plays there.
Minor complaints, the walls sloping inward makes it somewhat awkward to jump in. If you take a look at the right hand side, if I wanted to walljump, I have to traverse this strange outward pointy bit on the top, and it also bulges out a little where the metal thingie is, this means you can't really 'ride' the wall as such and makes there not a lot of room for error if you want to double jump to house. This could be fixed easily by making the right hand wall more similar geometrically to the left, and smoothing out the pointy area around the metal bit.
The cliff gives you some height advantage, but it's cramped and it turns out that you take more damage as the wall is close enough that it's hard to avoid spam, and the damage falloff is lower. I think the fix to this is to remove the cliff from the right side, just have the cliff be flat on the top, and add a small fence there. The fence will catch rollers, but attackers won't have to take wall spam from so far back, as the current cliffside is tall and will still catch spam at headheight. Ideally I should be fairly close to being able to return fire before I'm completely spammed out, right now it's really easy to deny a sniper which might be a good thing, but it's also really hard for demos to unstick soldiers from the roof from cliff.
Minor - the sign at the bottom is placed directly where a soldier would naturally like to start a skip jump, replacing this with a wall sign instead would be a nice quality of life change
Generally I think the vents are more harm than they are good, the one on cliff, if you c-tap from floor, you hit it. You also can't double jump from cliff and get any good height. You can still double jump from the middle route, but you have to walk into the area where you're getting spammed, given that you want max height/air time, which defeats the purpose in the first place.
I think the way that coldfront is made, naturally lends itself to sac plays, as the house in itself is hard to attack and naturally gives the team on point a good uber. In my personal opinion you shouldn't artificially limit them with vents.
That's all for now, hope to play it again next week :)
Played a few times on mapchamp here is my assessment of what I found, playing roamer, scout, demo (left and right looking from attackers side)
I think the left side needs changing up, it's a bit reminiscent of PC in process, it doesn't really function as a flank- there's no real room for you to actually fight someone in there. If you're defending, you can't really aggro on them, because their team is so near and they have healthpack advantage. If you're attacking, you have to go through a narrow space against height ad, it just becomes dead space as long as someone is watching. I think it could do with widening, give people a bit of space to manoeuvre around the spam, roamer on his own shouldn't be able to deny most plays there.
Minor complaints, the walls sloping inward makes it somewhat awkward to jump in. If you take a look at the right hand side, if I wanted to walljump, I have to traverse this strange outward pointy bit on the top, and it also bulges out a little where the metal thingie is, this means you can't really 'ride' the wall as such and makes there not a lot of room for error if you want to double jump to house. This could be fixed easily by making the right hand wall more similar geometrically to the left, and smoothing out the pointy area around the metal bit.
The cliff gives you some height advantage, but it's cramped and it turns out that you take more damage as the wall is close enough that it's hard to avoid spam, and the damage falloff is lower. I think the fix to this is to remove the cliff from the right side, just have the cliff be flat on the top, and add a small fence there. The fence will catch rollers, but attackers won't have to take wall spam from so far back, as the current cliffside is tall and will still catch spam at headheight. Ideally I should be fairly close to being able to return fire before I'm completely spammed out, right now it's really easy to deny a sniper which might be a good thing, but it's also really hard for demos to unstick soldiers from the roof from cliff.
Minor - the sign at the bottom is placed directly where a soldier would naturally like to start a skip jump, replacing this with a wall sign instead would be a nice quality of life change
Generally I think the vents are more harm than they are good, the one on cliff, if you c-tap from floor, you hit it. You also can't double jump from cliff and get any good height. You can still double jump from the middle route, but you have to walk into the area where you're getting spammed, given that you want max height/air time, which defeats the purpose in the first place.
I think the way that coldfront is made, naturally lends itself to sac plays, as the house in itself is hard to attack and naturally gives the team on point a good uber. In my personal opinion you shouldn't artificially limit them with vents.
That's all for now, hope to play it again next week :)
DL_A7.bsp: https://www.dropbox.com/s/1i29ooe6kf2ab1a/koth_warmfront_a7.bsp?dl=0
Changelog:
A7:
-removed cliff fence and vent
-added another step to cliff to allow medics/other classes to jump up
-added small pack room in middle choke
-removed some props that prevented easy rocket jumping
-fixed roofs for jumping
-improved clipping and fixed some textures
-hdr support
DL_A7.bsp: https://www.dropbox.com/s/1i29ooe6kf2ab1a/koth_warmfront_a7.bsp?dl=0
Changelog:
A7:
-removed cliff fence and vent
-added another step to cliff to allow medics/other classes to jump up
-added small pack room in middle choke
-removed some props that prevented easy rocket jumping
-fixed roofs for jumping
-improved clipping and fixed some textures
-hdr support
I made a video for scout, roamer, and demo rollouts. These are just the ones that seemed to work well by playing around on it for a while. Sorry for not so good quality
https://www.youtube.com/watch?v=whuV-5p6IQ4
I made a video for scout, roamer, and demo rollouts. These are just the ones that seemed to work well by playing around on it for a while. Sorry for not so good quality
https://www.youtube.com/watch?v=whuV-5p6IQ4
I had a ton of fun playing this map in the cup and didn't really have any major problems with it, though I may be biased because I loved cp_warmfront and am sad it's long gone :(
Perhaps the only thing I could comment on is I feel like the room between the point and the fences on the side blocking the packs are way too small. It felt like the fighting really only took place in the alleys or in deep commitment jumps by players because there's just no room to really maneuver there.
I had a ton of fun playing this map in the cup and didn't really have any major problems with it, though I may be biased because I loved cp_warmfront and am sad it's long gone :(
Perhaps the only thing I could comment on is I feel like the room between the point and the fences on the side blocking the packs are way too small. It felt like the fighting really only took place in the alleys or in deep commitment jumps by players because there's just no room to really maneuver there.
I really dislike that you can jump from the point to cliff. It makes Sniper much stronger and lets the defending team keep their Med safe for only a few seconds of investment.
I did have a lot of fun playing this map though!
I really dislike that you can jump from the point to cliff. It makes Sniper much stronger and lets the defending team keep their Med safe for only a few seconds of investment.
I did have a lot of fun playing this map though!
Thank you all for the feedback, I've been working to make it less cramped especially in the area where the attackers hold (behind cliff) and widening the choke points. An update should be out soon and I think it will play much better.
Thank you all for the feedback, I've been working to make it less cramped especially in the area where the attackers hold (behind cliff) and widening the choke points. An update should be out soon and I think it will play much better.
Updated the pictures in OP
DL_A11.bsp: https://www.dropbox.com/s/wcov39pldnrdlxx/koth_warmfront_a11.bsp?dl=0
Changelog:
A11:
-widened cliff
-widened flank
-made the area under house more roomy
-made lobby smaller creating more room behind cliff
-shutter door from lobby to spawn closes instead of staying open
-ammo packs on mid are now medium
-moved the ammo and health pack behind cliff to beside the fence
-removed the pipes from under the bridges
-fixed purple textures
-fixed some clipping
-other misc stuff
Updated the pictures in OP
DL_A11.bsp: https://www.dropbox.com/s/wcov39pldnrdlxx/koth_warmfront_a11.bsp?dl=0
Changelog:
A11:
-widened cliff
-widened flank
-made the area under house more roomy
-made lobby smaller creating more room behind cliff
-shutter door from lobby to spawn closes instead of staying open
-ammo packs on mid are now medium
-moved the ammo and health pack behind cliff to beside the fence
-removed the pipes from under the bridges
-fixed purple textures
-fixed some clipping
-other misc stuff
Just ran through it, here are a bunch of misc things I noticed-
A bunch of visual clipping/lighting glitches or things that look gross:
http://imgur.com/aXixIoH
http://imgur.com/bP0AT6Q
http://imgur.com/Ilw3aSX
http://imgur.com/LvyEkV6
http://imgur.com/gjIGz2N
Things i personally don't like:
http://imgur.com/Y8aBmp3 and http://imgur.com/mUgsrCt (These are 2 opposite sides of the same wall, and its like a visual continuity thing that bothers me. it doesn't make sense)
http://imgur.com/q5gcqyC (although clearing up all this space is going to be amazing for gameplay, it leaves the map lookinh quite bland and visually unappealing)
http://imgur.com/sXbpELe (the weird uneven ground allows for this cheeky sticky trap that is pretty hard to notice when walking up cliff)
Misc:
http://imgur.com/eWsnJ0v and http://imgur.com/aAeO5jg (sticks detonated behind/under these things can hurt me where i am standing)
For any demos playing this in map champ that wanna go deep as fuck, you can rollout on the right placing one sticky here http://imgur.com/4MNlTC3 and then pogoing on another sticky, detting when you are about here http://imgur.com/qoMTVnO and end up all the way back here http://imgur.com/ZFDmIWU with no fall damage. (don't know why you would want to do this, but the option is there).
Keep it up dagger, this map has a lot of potential. Great changes
Just ran through it, here are a bunch of misc things I noticed-
A bunch of visual clipping/lighting glitches or things that look gross:
http://imgur.com/aXixIoH
http://imgur.com/bP0AT6Q
http://imgur.com/Ilw3aSX
http://imgur.com/LvyEkV6
http://imgur.com/gjIGz2N
Things i personally don't like:
http://imgur.com/Y8aBmp3 and http://imgur.com/mUgsrCt (These are 2 opposite sides of the same wall, and its like a visual continuity thing that bothers me. it doesn't make sense)
http://imgur.com/q5gcqyC (although clearing up all this space is going to be amazing for gameplay, it leaves the map lookinh quite bland and visually unappealing)
http://imgur.com/sXbpELe (the weird uneven ground allows for this cheeky sticky trap that is pretty hard to notice when walking up cliff)
Misc:
http://imgur.com/eWsnJ0v and http://imgur.com/aAeO5jg (sticks detonated behind/under these things can hurt me where i am standing)
For any demos playing this in map champ that wanna go deep as fuck, you can rollout on the right placing one sticky here http://imgur.com/4MNlTC3 and then pogoing on another sticky, detting when you are about here http://imgur.com/qoMTVnO and end up all the way back here http://imgur.com/ZFDmIWU with no fall damage. (don't know why you would want to do this, but the option is there).
Keep it up dagger, this map has a lot of potential. Great changes
snipers even better on this map than on viaduct lol, its literally no fun to play against
snipers even better on this map than on viaduct lol, its literally no fun to play against