Creep

KotH Creep a7

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Creep - Uncuepa's 72hr map 'Crop', brought back from the orphanage.

Original map - Koth_Crop_72, by @Uncuepa

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I intend to make this map halloween-themed in later developement stages.
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Credits

-@Rexy, for the Forklift model
- The TF2Maps.net community
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849
Jeepers creepers, Scooby. It's always good to see a map get another chance to shine.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
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Changes from koth_crop_72_a4

- Added a deathpit under the large healthkit near mid
- Changed a few details to in-game equivalents
- Raised the point by 32hu.

As you can see, very few changes were made. I hope to drastically improve this map using feedback via impromptu tests and gamedays. I hope you all will assist me in this.
 
Last edited:

Tekku

aa
Aug 31, 2008
723
873
When you were here before,
Couldn't look you in the eye,
You're just like an angel,
Your skin makes me cry,
You float like a feather,
In a beautiful world,
I wish I was special.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Let your hands flap around like a Marionette
Pop your knees up and down, sh-sh-shaking your neck
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Hey! Good to see this around again! Biggest issue is the flatness, if you're willing to add a little height, it will drastically improve the map
Glad to see you like it! I do plan to add some more height variation at and around mid, as the flatlands around the point are rather boring.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
- Changed somewhat-phallic silos on each team's side to much more respectable looking cylinders
- Lowered point by 16hu (from 32)
- Changed all blockbullet textures to the new, non-vvis cutting versions added in the MYM update
- Made the wooden boards over the deathpit 64hu skinnier to make getting the full healthkit more risky
- Reworked mid to make it more enclosed and less prop-spammy. this may be the last version with the current design if I still get negative feedback on it
- widened the capture area to 400hu (from 256)
- Remade the 2 sniper windows overlooking the point to be wider and easier to counter
- bBockbulleted the point, so you no longer need to jump on the point
- Added a secret skeleton
- Added 2 pumpkin bombs to the deathpit room. Each has 250 health, a 144hu blast radius, and deals 75 damage. These stats may change in the future.
- Reduced details overall
- Removed 2 unused planters from the deathpit room
- A few other changes I forgot to mention


Well, that's it for this version! I didn't add or change as much as I'd liked to, but progress is progress! The following map version (a7) may bring some rather spooky changes if all goes well!

Read the rest of this update entry...
 

The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
Mid has been drastically improved.
Great job.
Can't say I'll miss prop spam central.
Be sure to either remove completely or drastically change the roofs.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
I forgot to write this as I made changes, so forgive me if there's a change that I forgot to mark here.

- Reworked the buildings at Mid. The brick building has a much more open entrance and is now more shipping/recieving themed, while the wooden shed has been drastically reduced in size
- Gave the capture zone a building
- Greatly incrased capture zone size for new building
- Increased capture time to 15s (from 10s)
- Reworked spawn rooms. They are now much larger, with each exit leading the player towards a different route
- Reduced pumpkin bomb health to 1
- Changed pumpkin bombs to have team-colored models
- Increased pumpkin bomb reset time to 15s (from 10s)
- Increased pumpkin bomb blast radius to 192hu (from 144hu)
- Removed the skeleton
- Added another door to the side route to slightly slow time to mid
- Added clipping to the sniper windows overlooking mid to help attacks get out/in quicker
- Added team-coloring to mid buildings
- Added more lights to the upper level of the brick building
- Other changes

There is a known issue of some displacements not sewn correctly. This is because said displacents have funy geometry. I will rebuild them next version. I also plan to add some height variation, attempt to nerf sniper sightlines, replace Rexy-made models, and reduce mid propspam. Wish me luck.

Read the rest of this update entry...
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Loving the new look, if anything i could see the mid being expanded and adding some new walls/jumps, make it really unique
I made a map that was just an open field, good to see it become something far more interesting!

Luckity for you, I have a few plans.

D8GfBKI.jpg
E9kxJEb.png

kuKgBHC.png

nM009sx.png

I'm not even 25% done with it yet, but I'd like to show you what I've done so far.
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
Reminds me of Rapture's mid, watch out for the roof and high ground being too easy to hold and the inside of the building becoming a sentry nest.
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,315
1,857
Reminds me of Rapture's mid, watch out for the roof and high ground being too easy to hold and the inside of the building becoming a sentry nest.

Should I nobuild the inside?
 

Yrr

An Actual Deer
aa
Sep 20, 2015
1,308
2,743
I wouldn't nobuild anything that doesn't look like it shouldn't be buildable, find ways such a nest can be assaulted instead.