b1a
-fixed red respawnroom visualizer that was blocking the spawn door
-minor lighting tweaks
Account Details | |
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SteamID64 | 76561197999525313 |
SteamID3 | [U:1:39259585] |
SteamID32 | STEAM_0:1:19629792 |
Country | Finland |
Signed Up | August 22, 2016 |
Last Posted | June 17, 2024 at 5:30 PM |
Posts | 58 (0 per day) |
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b1a
-fixed red respawnroom visualizer that was blocking the spawn door
-minor lighting tweaks
Also if there are any mods around who can change thread names, if thats even possible, this thread can be renamed to simply koth_ramjam_v2.
b1
Naming changed to v2 from reborn to simplify things. This map is to replace the original ramjam once in RC.
There were a couple of tested alpha releases that werent released publicly mostly because I was too lazy to upload them.
-first detail pass
-right side and jam entrance rework
-the ramp on the right side of mid shacks is back, this should make dry pushing the point easier as teams are not forced to use the left side road and can instead switch around efficiently from right to left, making the gameplay more dynamic and not only rely on ubers for pushes.
-whole mid widened by about 128 units on the right side where the ramp is located, this should make the ramp less chokey as a push option
-left side entrance to cliff was moved slightly to kill a nasty sightline from cliff -> left most entrance to lobby from spawn.
-cover inside lobby slightly reworked to nerf sightlines
-right side spawn reworked for easier escapes from main shutter
-spawns lowered slightly as they were un-neededly-high up in relation to the lobby
a9
a8 was not a public release so here are the changes up to a9.
-lowered jams slightly to reduce the height advantage from jam to point
-simplified jam interior and reduced its size quite a lot, this should make holding the point by turtling inside the jams much harder
-widened yard between lobby and point by 128 units as some areas felt really cramped to rotate trough with the point high ground right next to them
-added some cover on the railings where the ramp used to be, this blocks some really long sightlines and makes rotating behind point feel safer
-lowered cubbies slightly now that jams have less height advantage
-lowered the capture time slightly
-blocked a couple of nasty sniper sightlines
-widened shacks a bit to increase cover on point
-moved the wall behind jams slightly to give spies some de-cloak space
-slightly increased cliff height advantage
-displaced entire mid for smoother movement overall
-reworked cliff side exit to give players pushing out of the lobby some highground againts possible forward holds on cliff
-widened the jam side exit from lobby to make it harder for forward holders to lock it down completely
-reworked the right side high ground behind jams to make it flow a bit better
-reworked spawn room floor layout a bit to encourage players to use the right side exit as the "main" exit out of spawn
-clippin' and blockbulletsin'
a7
-extended the area between spawns and lobby slightly
-reworked the left side cliff area to make sniper less op and still allow good cover for rotations
-slightly buffed the cubbies above point by widening them, also removed the signs which should make plays up there riskier, but allow for more options.
-made access to cubbies slightly easier for scouts with a walkable pipey boi
(this also allows engineers access to cubbies with a simple dispenser jump, so the cubbies and shack roofs were made no-build)
-added no-build to main shutters so engineers can't jam sentries inside the door
-added a window with visibility between cubbies and jams
-slightly widened the right side wooden platform near the jams to buff its usefulness in pushes
-added a few crate props to give some more cover from long sniper sightlines
-extended the small awnings on top of the shack AC units a tiny bit to make it a more appealing rollout for scouts to get on top of the shack roofs.
-redid spawn points for both teams to make sure spawn priority is fully symmetrical, also moved spawn priority towards the right side of spawn as it has the most straight-line rollout into main
-added small healthkits on the drop down rooms as a slight buff to anyone who wants to jump up them
-cap zone was widened a tiny tiny bit as it bothered me its edges werent nice and flush with the shack support beams, not that it really affects gameplay
pls go run some test matches and let me know what sucks
a6
-fixed big boi shutter clipping issue
-moved the left side ramp up to cliff a bit and added some cover to it, this should allow players to rotate to cliff much more safely
-simplified the right side hallway and dropdrown room by combining them into one space, as there was really no reason to have them separate
-added tiny ledges to the left side after the cliff that scouts may use to jump up top to the cubbies, these are mostly to test if scout players even want to have access up there
-added resuply cabinets back to blue spawn, no idea where those disappeared to
Okay I'm done pumping out new versions like a maniac
a5
-redesigned the left flank door leading to house with a high ground cliff thing, this should make the entire flow of the map less hectic as the geometry now funnels players towards the point and you are actually able to take cover inside the houses, this should also make un-noticed flanks much more infrequent
-moved pickups into safer fall back positions and adjusted their sizes
-added small health pickups on the mid cubbies to encourage jump classes to use them
-added some more cover around the cap
-slightly adjusted the signs on the cap to allow scouts to jump on the shack roofs easier
-widened the main ramp to the cap and smoothed it out some
a4
-moved the spawns away from the point and extended the size of lobby
-rised spawns higher to reduce the possibility of spawn camping
-switched the door to the balcony around to shorten some nasty sightlines
-removed the 2nd smaller shutter from garage, as it really served no purpose
https://i.imgur.com/cV5xZ3K.jpeg
A remake of ramjam but this time its not so god-awfully oversized. Originally this was started in like 2017 but never got around to working on it more, but since OzFortress showed some interest in trying out ramjam again I decided to give it another go.
Most of the testing has been done by the RGL HL map test pugs and OzFortress map testers.
Remember to vote on the workshop!
Latest version download (rc2b)
[DIRECT STEAM CLIENT WORKSHOP LINK]
Consider rating it on the workshop if you wish to show support.
https://tf2maps.net/attachments/20200508145819_1-jpg.123541/
rc6a
MID:
-narrowed mid about 128 units on both sides by moving the side buildings and balconies towards the mid building
(due to this change, medics are now able to jump on to the mid building from the side building balconies with just thier base speed, previously needing to be healing a scout to achieve this. snipers are not able to jump up top)
-killed a bunch of nasty sightlines by reworking and adding cover around mid
2ND:
-killed some more sightlines by adding, reworking cover, slightly reducing the width of the middle doorway from mid house to 2nd, and by moving the furthest entrance to last lobby lower
-made the top left valley flank/jump route jump classes only to prevent snipers using the spot
LAST:
-chocked bottom right "secret" entrance more
-added a ramp to top left entrance for easier fallbacks post uber
-reworked the stairs leading to last from the middle main entrance slightly
OTHER:
-detailing and lighting improvements
-some very soviet concrete barriers
-UAZ vans
https://tf2maps.net/attachments/07-jpg.94374/
rc5
2ND:
-rised the roof of the shutter shack and clipped it off as opening the shutter would cause players on the roof to get stuck on the func_door
-rotated the right most entrance to last lobby to kill a sightline and make the area more interesting to play around
-reworked the area near this entrace slightly to make movement a round the area smoother
-removed some unnecessary props
-clipping improvements
LAST:
-resizing: reduced the length of last by 128hu and added 128hu to the lobby
-this should make lobby feel less claustrophobic and make attacking last easier
-reworked the pillar/pipes near the left entrance slightly
-removed the crates on the lower floor of last
-extended the walls between spawn and the point so players need to walk further out of spawn to contest the point
-reduced the capture time from 3 seconds to 2.5 seconds
-moved the crate back againts the wall on right entrance to last and swapped the small ammo to its place
-lobby ceiling lifted drasticly to allow more room to jump around
-reworked the crates on the right side entrance to lobby for smoother movement
-clipping improvements
OTHER:
-some optimization
-a couple of new signs around the map and visual improvements
https://tf2maps.net/attachments/artboard-3-jpg.93806/
Better screens of changes (imgur)
rc4
MID:
-reworked left side to make it more viable as a rollout to mid and to add more visibility of enemies pushing/flanking through there
-buffed the small health kit on the left on mid house to a medium, matching the rightside
-medics can use the new structure on left to reach mid roofs when beamed with scouts
-added a ramp to the left side from lowground
-lifted up and extended the balcony to make it more viable for contesting highground
-clipped a spot that allowed all 9 classes to jump on top of mid roofs
2ND:
-added a new highground behind 2nd accessible from valley, this should allow for easier jumps onto the defending team
-blocked off the dead space corner on the left when entering valley from mid
-lifted the bridge building above valley higher so jumpers are less likely to bump into it
-enlarged the middle entrance to 2nd from mid
-cleaned up unneccessary objects so jumpers are less likely to bump into something mid air
-enlarged the door from valley to the point and opened up the window above the door
LAST:
-dropdown be gone! replaced dropdown with a lower entrance to last
-reworked right entrance to last to allow more cover for attackers from snipers holding far back
-rised the ceiling drasticly, jumpers should have a better time highbombing now
-closed the window on the middle entrance to give attackers a bit better element of surprise when trying to sac through
-removed the door facing to the left from the middle entrance
Big thanks to the teams who took the time to test it out!
Thanks for hosting this and thanks to all the teams taking the time to test the maps out! I'll try but not sure if I'll be able to attend the panel because timezones. Lets also hope this strives to change the attitude towards new and especially in-dev maps (when the feedback is most crucial).
https://tf2maps.net/attachments/artboard-7-jpg.92435/
rc3
MID:
-replaced clunky model rubble pile with displacements for smoother movement
2ND:
-rised the right side enterance from mid to 2nd slightly to make it more viable for both attacking 2nd and contesting mid
-this also removed some unnecessary height variation inside mid house.
-all sort of small texture and detail tweaks
-replaced some custom content with ingame textures
-added a few upgraded posters by Square!