Longest sightlines in maps

Skylark

Super Gay Developer
aa
Aug 9, 2018
163
373
Calculated by finding the longest kill by a sniper in each map - this does not give a definitive longest sightline but it gives the longest sightline which has been used.

Maps (which have enough data)
Code:
ctf_turbine..............5'395
ctf_2fort                4'017
cp_dustbowl              4'603
plr_hightower            3'813
pl_badwater..............3'288
koth_harvest_final       3'584
cp_foundry               5'563
koth_nucleus             3'996
cp_snowplow_rc3..........4'016
pl_upward                4'696
plr_hightower_event     13'284
cp_egypt_final           3'767
pl_barnblitz.............3'665
pl_thundermountain       4'217
pl_goldrush              4'928
pl_frontier_final        3'430
ctf_doublecross..........3'413
cp_process_final         3'535
cp_badlands              2'981
cp_gullywash_final1      2'825
koth_harvest_event.......3'286
cp_granary               4'025
cp_snakewater_final1     2'782
cp_gravelpit             4'307
pl_hoodoo_final..........4'296
arena_offblast_final     3'166
koth_lakeside_final      5'517
koth_viaduct             3'327
koth_sawmill.............2'611
koth_viaduct_event       2'721
cp_coldfront             3'338
cp_steel                 3'470
cp_gorge.................4'337
tc_hydro                 2'865

Averages (median)
Code:
KOTH 3327
CTF  4017
CP   3767
PL   4217


Data source: heatmaps.tf
Source code: pastebin
Google Docs: spreadsheet


Edit: more realistic usable sightlines - not the longest, but the easiest used
Code:
ctf_turbine.............3'969
ctf_2fort               3'101
cp_dustbowl             3'093
plr_hightower           3'459
pl_badwater.............3'104
koth_harvest_final      3'313
cp_foundry              3'615
koth_nucleus            2'992
cp_snowplow_rc3.........3'586
pl_upward               4'194
plr_hightower_event     7'340
cp_egypt_final          3'370
pl_barnblitz............3'521
pl_thundermountain      4'197
pl_goldrush             3'923
pl_frontier_final       3'265
ctf_doublecross.........3'125
cp_process_final        3'504
cp_badlands             2'822
cp_gullyish_final1      2'668
koth_harvest_event......3'109
cp_granary              2'712
cp_snakewater_final1    2'718
cp_gravelpit            3'837
pl_hoodoo_final.........3'360
arena_offblast_final    2'726
koth_lakeside_final     3'595
koth_viaduct            2'700
koth_sawmill............2'485
koth_viaduct_event      2'513
cp_coldfront            2'749
cp_steel                2'269
cp_gorge................2'903
tc_hydro                2'705
                        
pl_shoreleave_a6........2'829
koth_trainsawlaser_rc2  3'082
ctf_haarp               2'668
cp_glassworks_rc6a      2'391

Conclusion: sightlines of 3000 and lower are fine, as long as there is a route which bypasses all or the majority of the sightline
 
Last edited:

RevolutionTeam

L4: Comfortable Member
May 19, 2019
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RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
God damn! That's an awful sightline...

But nobody would ever exploit it... right?
 

Narpas

Takes way to long to make and update maps
aa
Jun 11, 2015
433
436
It's pretty much impossible to exploit, because you only get to that area after the round ends, when it's a straight up deathmatch
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
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because you only get to that area after the round ends
That's what I meant. You'd have to be going for the AFK spy to actually get a kill from there.
 

Skylark

Super Gay Developer
aa
Aug 9, 2018
163
373
I did some maths to try and find more realistic sightlines which people have used and have these results; these are not the longest but at least a few people have used this distance.

Code:
ctf_turbine.............3'969
ctf_2fort               3'101
cp_dustbowl             3'093
plr_hightower           3'459
pl_badwater.............3'104
koth_harvest_final      3'313
cp_foundry              3'615
koth_nucleus            2'992
cp_snowplow_rc3.........3'586
pl_upward               4'194
plr_hightower_event     7'340
cp_egypt_final          3'370
pl_barnblitz............3'521
pl_thundermountain      4'197
pl_goldrush             3'923
pl_frontier_final       3'265
ctf_doublecross.........3'125
cp_process_final        3'504
cp_badlands             2'822
cp_gullyish_final1      2'668
koth_harvest_event......3'109
cp_granary              2'712
cp_snakewater_final1    2'718
cp_gravelpit            3'837
pl_hoodoo_final.........3'360
arena_offblast_final    2'726
koth_lakeside_final     3'595
koth_viaduct            2'700
koth_sawmill............2'485
koth_viaduct_event      2'513
cp_coldfront            2'749
cp_steel                2'269
cp_gorge................2'903
tc_hydro                2'705
                    
pl_shoreleave_a6........2'829
koth_trainsawlaser_rc2  3'082
ctf_haarp               2'668
cp_glassworks_rc6a      2'391

So yeah, longest sightline being around 3'000 seems pretty decent.

Also, these values have been added to the google docs
 
Last edited:

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
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Not knocking Freyja's work, but the first in-game version had a spawn-to-spawn sightline across the point, and honestly... how did that not get removed in the early alpha builds?
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
Even then, you don't see Arena maps like Badlands, Ravine, and Well having cross-map sightlines.