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Boxes A10

KOTH aboard a cargo ship full of cargo containers.

koth_boxes

This is my first attempt at creating a more serious map. I wanted to resist my urge to make crazy off-the-grid brushwork and focus on the basics, which gave me the idea to make much of my map from cargo containers. The containers in this map do not use the cargo container props, but actually consist of brushes with a custom texture designed to emulate it. Eventually, I wish to drop containers on the players after the end of each round, and add a scrolling 3D skybox, similar to ctf_convoy.

The map is reasonably small, but quite vertical, with playable areas spanning several decks of the ship. The map features three large areas, ( one surrounding the control point and outside each spawn room), which are connected by pathways that weave through the hull and stacks of cargo containers.

This map has been a passion project of mine, and a creative outlet for me over the last few months. It has been a joy to see my efforts flourish into into an increasingly refined map, and satisfying to see my pals running around on it having a great time. Expect to see more updates to this map in the coming weeks.
Author
Piesofthesky
Downloads
685
Views
685
First release
Last update
Category
King of the Hill

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Latest updates

  1. KOTH Boxes A10! It's actually a boat now!

    This update saw some changes to the control point. Changing from rotational to mirrored symmetry allowed for some extra flexibility, which was utilised. A ship's bridge was also added in the skybox to the Blu side of the map. Other minor details...
  2. Boxes A9b - An experiment

    The two sides of my map felt very similar, and I found that despite the extremely vivid team colouring on this map, I was still occasionally getting confused about which side of the map I was on. This was particularly prevalent on the control...
  3. Spawn Rework 2: Electric Boogaloo

    The entire area surrounding spawn has been completely reworked. The spawn rooms themselves have also been changed again. The intention here was to create a single, unified area outside spawn, where previously the spawn exits led to entirely...