Koth Manufacture is my first map. I started making it because I felt like there weren't enough koth maps in 6s. I started on it in July, stopped near the beginning of August, but now I have the motivation to work on it again. Due to the recent revisions I made, it seems to play pretty well.
Current version can be found here: http://forums.tf2maps.net/showthread.php?t=19859
Current version (as of March 9, 2013) is alpha 8a.
Please provide feedback on this map, as I want to get good at making maps.
Koth Manufacture is my first map. I started making it because I felt like there weren't enough koth maps in 6s. I started on it in July, stopped near the beginning of August, but now I have the motivation to work on it again. Due to the recent revisions I made, it seems to play pretty well.
Current version can be found here: http://forums.tf2maps.net/showthread.php?t=19859
Current version (as of March 9, 2013) is alpha 8a.
Please provide feedback on this map, as I want to get good at making maps.
looks like viaduct with a badlands/gullywash style mid... should come up with something inventive like not making 3 ways to come out of your spawn called right left and main, maybe something like the badlands valley or the big door on gullywash, where you come from below the point and can jump up
looks like viaduct with a badlands/gullywash style mid... should come up with something inventive like not making 3 ways to come out of your spawn called right left and main, maybe something like the badlands valley or the big door on gullywash, where you come from below the point and can jump up
Alphas 4, 5, and 6 have been released since the last update.
TF2Maps page (updated pictures!): http://forums.tf2maps.net/showthread.php?p=269562
BSP download: https://dl.dropbox.com/u/31103105/Maps/koth_manufacture_a6.bsp
BZ2 download: https://dl.dropbox.com/u/31103105/Maps/koth_manufacture_a6.bsp.bz2
Changelog:
Alpha 6:
-Redesigned spawn building: it covers more area. Two different spawn areas inside the building are activated at different times (closer one when that team does not own the point, farther one when that team owns it). Hopefully this redesign reduces the amount of spawncamping.
-Formerly removed doors put back in, as an attempt to reduce the frequency of amazing sightlines.
-Fixed map camera, but I can't figure out how to angle it down.
-Minor texture work.
Alpha 5:
-Redesigned side buildings: separated the floors, building made narrower, ramp moved to side of former ledge path, door is now more hidden
-Mid made slightly shorter.
-Bridge made narrower.
-Added a map camera. Apparently does not work because I am bad
Alpha 4:
-Removed some doors
-Moved back right doors (on point and looking towards red/blu building)
-Moved far left door, in the side building.
-Some texture work
Alphas 4, 5, and 6 have been released since the last update.
TF2Maps page (updated pictures!): http://forums.tf2maps.net/showthread.php?p=269562
BSP download: https://dl.dropbox.com/u/31103105/Maps/koth_manufacture_a6.bsp
BZ2 download: https://dl.dropbox.com/u/31103105/Maps/koth_manufacture_a6.bsp.bz2
Changelog:
Alpha 6:
-Redesigned spawn building: it covers more area. Two different spawn areas inside the building are activated at different times (closer one when that team does not own the point, farther one when that team owns it). Hopefully this redesign reduces the amount of spawncamping.
-Formerly removed doors put back in, as an attempt to reduce the frequency of amazing sightlines.
-Fixed map camera, but I can't figure out how to angle it down.
-Minor texture work.
Alpha 5:
-Redesigned side buildings: separated the floors, building made narrower, ramp moved to side of former ledge path, door is now more hidden
-Mid made slightly shorter.
-Bridge made narrower.
-Added a map camera. Apparently does not work because I am bad
Alpha 4:
-Removed some doors
-Moved back right doors (on point and looking towards red/blu building)
-Moved far left door, in the side building.
-Some texture work
A bit too flanky as it stands right now. It's way too easy to get completely behind the enemy team (even into their spawn area) unseen.
A bit too flanky as it stands right now. It's way too easy to get completely behind the enemy team (even into their spawn area) unseen.
Alpha 7 (and its lessflank derivative) was released exclusively in the March 1st map pack for New Map Pugs.
Alpha 8 is now released! was released and pulled due to a fairly major bug.
Alpha 8a is released. New pictures should be up shortly.
TF2Maps Thread: http://forums.tf2maps.net/showthread.php?p=269562
Download: https://dl.dropbox.com/u/31103105/Maps/koth_manufacture_a8a.bsp.bz2
Changelog:
Alpha 8a:
-Blocked getting on top of the lower roof on the new structure, and then the higher roof.
Alpha 8:
Continued from the lessflank version.
-Upper level lowered. This should make it easier to go from floor to floor.
-Mid is now a gully/ditch/depression/whatever. A result of the lowering of the upper level and me wanting to keep the pathways underneath the point.
-Spawn made smaller and centered. Props also added around it.
-Pathway going from behind the staircase to the pathway under the point. The seldom-used ramps that went from the upper areas to these pathways have been removed for this.
-Upper area expanded above main building; stairs lead to this area from spawn and a ramp from the mid opening. There is a dropdown exit (covered by a door) on the left (from spawn). Right leads to the original upper section.
-Structures added to the upper pathways to bridge. Hopefully this reduces the sightline there.
-Metal sheet added next to left ramp for cover.
-CRANES!
Alpha 7:
-Bridge now has train tracks on it.
-Redesigned side buildings: made it shorter in length, and added fences, gates, and shacks.
-Also redesigned the main buildings; They are more chokey now. Stairs now lead directly to the side buildings.
-Removed building right out of spawn to open the area up.
-Added a ramp on each side, to the left
-LESSFLANK VERSION ONLY: Blocked players from going under the point.
Alpha 7 (and its lessflank derivative) was released exclusively in the March 1st map pack for New Map Pugs.
Alpha 8 is [s]now released![/s] was released and pulled due to a fairly major bug.
Alpha 8a is released. New pictures should be up shortly.
TF2Maps Thread: http://forums.tf2maps.net/showthread.php?p=269562
Download: https://dl.dropbox.com/u/31103105/Maps/koth_manufacture_a8a.bsp.bz2
[b]Changelog:[/b]
Alpha 8a:
-Blocked getting on top of the lower roof on the new structure, and then the higher roof.
Alpha 8:
Continued from the lessflank version.
-Upper level lowered. This should make it easier to go from floor to floor.
-Mid is now a gully/ditch/depression/whatever. A result of the lowering of the upper level and me wanting to keep the pathways underneath the point.
-Spawn made smaller and centered. Props also added around it.
-Pathway going from behind the staircase to the pathway under the point. The seldom-used ramps that went from the upper areas to these pathways have been removed for this.
-Upper area expanded above main building; stairs lead to this area from spawn and a ramp from the mid opening. There is a dropdown exit (covered by a door) on the left (from spawn). Right leads to the original upper section.
-Structures added to the upper pathways to bridge. Hopefully this reduces the sightline there.
-Metal sheet added next to left ramp for cover.
-CRANES!
Alpha 7:
-Bridge now has train tracks on it.
-Redesigned side buildings: made it shorter in length, and added fences, gates, and shacks.
-Also redesigned the main buildings; They are more chokey now. Stairs now lead directly to the side buildings.
-Removed building right out of spawn to open the area up.
-Added a ramp on each side, to the left
-LESSFLANK VERSION ONLY: Blocked players from going under the point.
the two medium health/ammos in lobby are pretty close to each other
being able to shoot through the girder things on either side of the area underneath point mite b cool
the right exit from lobby is still a really really strong flank
might be able to playtest this with friends if i can get them to stop doing spring break things
the two medium health/ammos in lobby are pretty close to each other
being able to shoot through the girder things on either side of the area underneath point mite b cool
the right exit from lobby is still a really really strong flank
might be able to playtest this with friends if i can get them to stop doing spring break things
Alpha 8b released.
Download: https://dl.dropbox.com/u/31103105/Maps/koth_manufacture_a8b.bsp.bz2
Changelog:
-Removed cranes due to a constant error in console relating to the "ERROR" sign (in other words, the cranes were broken anyway)
Alpha 8b released.
Download: https://dl.dropbox.com/u/31103105/Maps/koth_manufacture_a8b.bsp.bz2
[b]Changelog:[/b]
-Removed cranes due to a constant error in console relating to the "ERROR" sign (in other words, the cranes were broken anyway)
So this is probably going to become a 5CP map. Consider the KotH version vaporware.
So this is probably going to become a 5CP map. Consider the KotH version vaporware.
you should release a vmf so people like me can look and learn :>
you should release a vmf so people like me can look and learn :>
wareyayou should release a vmf so people like me can look and learn :>
http://forums.tf2maps.net/showthread.php?t=5952
Perhaps these would be of use to you?
[quote=wareya]you should release a vmf so people like me can look and learn :>[/quote]
http://forums.tf2maps.net/showthread.php?t=5952
Perhaps these would be of use to you?
#12 Some of those are already included in the source sdk at this point, and what I want to look at is something that's sparsely detailed but still has a normal TF2 art style with insides and outsides without being totally minimalistic or overly optimized, which the only stock maps I can think of like that could be granary and well. Thanks, though.
#12 Some of those are already included in the source sdk at this point, and what I want to look at is something that's sparsely detailed but still has a normal TF2 art style with insides and outsides without being totally minimalistic or overly optimized, which the only stock maps I can think of like that could be granary and well. Thanks, though.