Workign
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SteamID64 76561198044790654
SteamID3 [U:1:84524926]
SteamID32 STEAM_0:0:42262463
Country Canada
Signed Up April 29, 2015
Last Posted March 13, 2016 at 11:08 PM
Posts 2 (0 per day)
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#10 koth_metro - Feedback developing a KOTH map for 6s in Map Discussion

Taking into account all the feedback from here, TF2Maps, and friends, I've made a number of significant changes.

To download the map, click here or on the link in the first post.

Changelog

  • Moved the right-most route to point further right and tweaked the surrounding geometry.
  • Moved the left most route to point further left and tweaked the surrounding geometry.
  • Redesigned the house/closed area from the ground up to be more open.
  • Redesigned the catwalk attached to house/closet area - now leads towards point.
  • Redesigned spawn rooms and exits.
  • Redesigned spawn courtyard to be more open and interesting, and to discourage spawn-camping.
  • Redesigned routes out of spawn courtyard to be more distinct.
  • Fixed and issue with the point not unlocking.
  • Added and repositioned props in point area.
  • Added high ground to left side of courtyard.
  • Added elements to block overpowered soldier/demo bombs.
  • Added elements to better illustrate where jumpers can fly over.
  • Added basic props where relevant to player movement/gameplay.

Any further feedback would be appreciated!

posted about 8 years ago
#1 koth_metro - Feedback developing a KOTH map for 6s in Map Discussion

Current version: koth_metro_a4

I'm a 6s player working on developing a koth map specifically for 6v6 play, currently under the name koth_metro. After several alpha iterations I'm looking to get some serious feedback on basic map geometry and game flow in a competitive environment.

You can see screenshots and download the map here on TF2Maps.net.

The map is completely functional and ready for play. While I've done my best to carefully consider the map layout, I'm absolutely still open to major revisions to all areas of the map, so any and all suggestions are welcome.

Changelog

a4

  • Moved the right-most route to point further right and tweaked the surrounding geometry.
  • Moved the left most route to point further left and tweaked the surrounding geometry.
  • Redesigned the house/closed area from the ground up to be more open.
  • Redesigned the catwalk attached to house/closet area - now leads towards point.
  • Redesigned spawn rooms and exits.
  • Redesigned spawn courtyard to be more open and interesting, and to discourage spawn-camping.
  • Redesigned routes out of spawn courtyard to be more distinct.
  • Fixed and issue with the point not unlocking.
  • Added and repositioned props in point area.
  • Added high ground to left side of courtyard.
  • Added elements to block overpowered soldier/demo bombs.
  • Added elements to better illustrate where jumpers can fly over.
  • Added basic props where relevant to player movement/gameplay.
posted about 8 years ago