- Jan 6, 2008
- 2,289
- 1,372
SHELL by Muffin Man
King of the Hill
Somewhere out in a sea glittering in the morning sunrise, there is a small island. On that island, below the ground, lies a secret base housing a giant missile silo operated by SHELL TECHNOLOGIES. RED and BLU want it, so what better solution is there than to rig up a platform and fight to the death?
This is a small KOTH map without "yards" or whatever you'd call it. The cap times are fast and it focuses a lot on controlling the surrounding areas of the map and your enemy's frontlines. However, losing teams have lots of opportunities to use the inside of the underground base to strike back. 3 minutes on the clock.
I want feedback on:
Thanks to (alphabetical order):
King of the Hill
Somewhere out in a sea glittering in the morning sunrise, there is a small island. On that island, below the ground, lies a secret base housing a giant missile silo operated by SHELL TECHNOLOGIES. RED and BLU want it, so what better solution is there than to rig up a platform and fight to the death?
This is a small KOTH map without "yards" or whatever you'd call it. The cap times are fast and it focuses a lot on controlling the surrounding areas of the map and your enemy's frontlines. However, losing teams have lots of opportunities to use the inside of the underground base to strike back. 3 minutes on the clock.
I want feedback on:
- Health and ammo placement.
- Sentry spots.
- Respawn time.
- Capture time.
- Balance between defenders and attackers.
- Is spawncamping too easy?
- Is it too spammy?
- How do the currently detailed areas look?
- Is the optimization ok? I'm going to improve it, but I find this hard, so any tips are welcome.
Thanks to (alphabetical order):
- A Boojum Snark
- Acegikmo
- CaptainAngry and calculatedChaos
- DaBeatzProject
- Rexy
- The Swamp Pack team
- The TF2Maps.net chat room and community
- Westerhound
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