Koth_Milkrun

Koth_Milkrun A6A

Fixed the leaks in my map
Thanks to the feedback of users who played this map at Midnight during the Improptu of the US, i have taken thier feedback into acount for this verion.
I have made the map more open in gerneral
I have fixed the clipping props
I have removed clutter
I have defined the cap area
I have fixed the fullbright issue (hopefully)
Removed random crits
After having lots more playtesting, i have now created what if find to be the final Alpha version of Milkrun. Lots of feedback from my testers have made me improve this map and keep going. COuldnt have done it without my friends.
On to the changes:
-Added a side tunnel that leads into Construction
-Changed the right exit out of spawn into a small ally way hopefully to prevent spawn camping
-Made the point cap area a tiny bit thinner
-Flipped the ramp to get into construction to make it not as easy to get in there
- Fixed problem with getting stuck inside the Fountain
-Fixed getting stuck behind the Trucks over near construction
- raised the left exit from spawn slightly
-Removed random crits
This map has been tested and is believed to be Competitive 6's and Highlander worthy
This version is the server ready version of koth_Milkrun.
Here is a changelog
-Added new route near tunnel to go into Construction without being seen
-Rebalanced health and ammo to make them not so OP or useless
-Moved H/A from construction to second floor
-Medium ammo is now in Perch
-Added a outcrop in tunnel to make attackers have somewhere to hide or use as cover
-Raised the cap area by small amount (you can now cap from ontop of the fountain)
-Made the tunnel exit door 1 way for any team (no longer team oriented)
-Added 2 easter eggs for both of my friends who had good imput on the map Sokin and NukingDragon.
-Removed random crits
I just repacked the map
Nothing changed, just repacked. Thats to Geit for his helpful tutorial:
https://tf2maps.net/threads/repacking-your-maps.24822/ Here it is for any new mapper.
Nothing changed, just repacked. Thats to Geit for his helpful tutorial:
https://tf2maps.net/threads/repacking-your-maps.24822/ Here it is for any new mapper.
Here are the new changes to koth_milkrun_a3
20160819193528_1.jpg
First off, i added a new flankroute that leads under the point in a tunnel. Each team has a team specific door to exit the route (as seen in the little cove) so nobody from the same team can open the door and camp it.20160819193539_1.jpginside the tunnel (Blu side)
Next is that i added a new little exit through mid connector once you walk out of spawn.
20160819193550_1.jpg
This is to add some variation and make the trip to the point less boring.

I have also moved the boxes outside main to make it feel less cramped.
20160819193556_1.jpg

Another big change was Arch on the left exit out of spawn.
20160819193522_1.jpg I have since made it impossible to snipe to spawn from mid.

20160819193610_1.jpg Added more polish to mid

Misc Changes-
Changed the resub lockers in Red spawn to be the military kind.
Added some texture outside Red and Blue spawn.

Hopefully there are more layout changes to be made before B1.
New Update Patch Notes:
-Added new area on the left side of the point, CONSTRUCTION!
-Fixed arch on both side to prevent spawn camping the left door out of spawn
-Added a skybox with proper lighting though tweaks will be made
-made the capture area slightly larger
-reduced hedge cover on sides of point and replaced with normal wall
- Sadly removed mine on top of the fountain
- Raised crates right outside Main to prevent a sniper sightline
- Can no longer jump on top the roof of main nor shoot pipes over it
- Removed random crits

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Please hope this works