koth_slums _rc2a
This reminds me of what I did with a snubnose revolver in 2001
Now on the Steam Workshop!
A map very loosely based on the CoD map Slums.
The ultimate goal of the visual design was to make it feel like BOTH CoD and TF2 by having an abnormally high level of surface detail, but otherwise using assets, colours and visual design principles which are faithful to TF2.
I had a lot of fun artpassing this, since I feel very at home in filthy, dirt poor city areas.
Still, I somehow feel that it isn't as good as cp_bruhstbowl, as stated in this post.
The gameplay is designed to encourage intense, multi-directional fights around the capture point.
The approach to the capture point is split into two distinct paths, preventing the defense from pushing into and holding the attacker approach. This is done with the goal of making the point easier to retake by the team who doesn't currently own it (the "attackers"), facilitating a more intense, back-and-forth round.
The map was made for Fortress Faceoffs' One in the Chamber tournament.
It was designed, artpassed and extensively playtested internally, hence the "rc2" with no previous versions.
In the tournament, a server plugin was used to force everyone to play Spy and make it function like the same gamemode in other games:
Credits:
A map very loosely based on the CoD map Slums.
The ultimate goal of the visual design was to make it feel like BOTH CoD and TF2 by having an abnormally high level of surface detail, but otherwise using assets, colours and visual design principles which are faithful to TF2.
I had a lot of fun artpassing this, since I feel very at home in filthy, dirt poor city areas.
Still, I somehow feel that it isn't as good as cp_bruhstbowl, as stated in this post.
The gameplay is designed to encourage intense, multi-directional fights around the capture point.
The approach to the capture point is split into two distinct paths, preventing the defense from pushing into and holding the attacker approach. This is done with the goal of making the point easier to retake by the team who doesn't currently own it (the "attackers"), facilitating a more intense, back-and-forth round.
The map was made for Fortress Faceoffs' One in the Chamber tournament.
It was designed, artpassed and extensively playtested internally, hence the "rc2" with no previous versions.
In the tournament, a server plugin was used to force everyone to play Spy and make it function like the same gamemode in other games:
- You cannot cloak or disguise
- Your revolver has only 1 ammo in clip and none in reserve
- Your revolver is a perfectly accurate instant kill
- Getting a kill by ANY means (revolver or knife) gives you an extra bullet
- Getting a backstab or headshot makes your revolver have a crit glow; if you have this glow, your next shot is penetrative like the Machina
- Getting multiple successive backstabs will "stack" penetrative shots (so, if you get two backstabs, your next two shots will penetrate players)
Credits:
- @Tiftid - Layout design, artpass, optimisation, custom asset creation
- SordidCaper - Initial layout design
- @zythe_ - Initial layout design
- @Requim_HD - Custom asset creation
- Tom Yamaza - Custom asset creation
- Steam Workshop Link
- https://steamcommunity.com/sharedfiles/filedetails/?id=3048466158