Fissure

Arhurt

L6: Sharp Member
May 7, 2008
315
140
koth_fissure

Current build: beta 6

koth_fissure is a king of the hill map for VALVe's Team Fortress 2. (duh!)
My intention with this map was to explore avariation of the gameplay where the battle would be decided mainly away from the capture point itself. In order to maintain control of the middle, a team must secure the area right outside of the enemy team's base, pushing them back to the cavern before it.
The map is set in a mining structure that cuts through a steep valley, serving well my desire to convey a sense of danger and instability.

_______


Your feedback is much appreciated!
 
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Ginger

L4: Comfortable Member
Jun 29, 2010
151
56
Interesting idea ;p, very smexy map screenies
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
DAMN you really captured the underground/mine feel well!
 
Sep 12, 2008
1,272
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I really like the mood of the map, it really has a whole "mining feel" in it. I love the staircase kind of thing in picture n. 5! :D
 

StickZer0

💙💙💃💙💙
aa
Nov 25, 2008
664
647
I love the theme, colours and claustrophobia you've really attached to the map (from at least what I can see in the pictures)

However, especiallyhere I can imagine spam and splash damage will have a major advantage.

Good to see you're back on the TF2 mapping scene Arhurt :) Get this played in gameday sometime! :D
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Thanks guys! i'm really happy with the theme as well :)



However, especiallyhere I can imagine spam and splash damage will have a major advantage.
Yeah, that's kind of the point though, since I wanted to make the areas around the point more important than the point itself. Since I was playtesting with a bunch of new players, it might need some work to narrow down. Nothing I haven't done before though \o/



Good to see you're back on the TF2 mapping scene Arhurt :) Get this played in gameday sometime! :D
Good to be back :) I managed to convince everyone on the studio to get TF2 so I could make a map for us to play.
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
Arhurt!!!!! where have you been! =)
 

DJive

Cake or Death?
aa
Dec 20, 2007
1,465
741
great to hear from you again buddy. Glad to know you've been well.....even if a bit busy =p
Map looks freakin' great.
 
Sep 12, 2008
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Working overtime, half-dead for a period, then back again working more overtime.

But hey, I had fun all along :D

I just need to get my backup files to finish aerospace now ;)

Thank god! you're gonna finish it! :D I just played it this afternoon, and we found a way to get out of the map. D:

Also, half dead?! Did valve ask you to do some acting work for the zombies in L4D?
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
Jan 20, 2010
1,317
902
Played this on Blueprint at Playstuff today. It is a wonderfully made, small map and I greatly enjoyed playing it but...

FFFFFFFFFFFFFFFU DEATH PITS. And not just any RAGE DEATHPITS but ones in places where Medics and Spies would hide ie. TERRIBLE places. I'm okay with the one that the ladder goes over, but the two on the sides in the dark where no one can see them are awful. Just awful. Please kill them.
 

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
Played last night at Blueprint. It's a superbly detailed and atmospheric map that produced an epic battle. Really like it.

Only negative feedback would be... I'm also not keen on some of the death pit action. As said, I had no problem with the obvious falls (side of walkways were fine) but there are a few rather hidden pits that as a medic, I found myself falling down regularly. This was because i'm mostly backing up when healing someone mid battle, avoiding fire....and the pits we're so 'discrete'.
 
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Arhurt

L6: Sharp Member
May 7, 2008
315
140
koth_fissure_020.jpg


Hi everyone.

Map has been updated to b6 now.

Changes include:

- Trains will sweep over the CP from time to time (if you are lucky, the very middle is safe)
- Better lightning
- Better clips to avoid getting stuck on geometry (still missed a few places)
- Better pick-ups distribution
- Blocked off most of the pits

Know issues:

- Bot navigation is still early wip

Thanks for all the feedback. Please let me know what you guys think ;)

koth_fissure_019.jpg



koth_fissure_018.jpg



koth_fissure_016.jpg



koth_fissure_011.jpg



koth_fissure_009.jpg
 
Feb 14, 2008
1,051
931
Hey you're back! Lookin' good.
 

Arhurt

L6: Sharp Member
May 7, 2008
315
140
366.25 days later....

Gosh... was it really that long?

I've never been gone... just lurking =P

Hopefully in a few months the reason for my absence will become public. I've worked for Ubisoft and am now at an independant studio. I'm sure most of the people here are not our target audience (hard to compete with TF2) but at least you'll enjoy some of the production articles on the FPS I've been working on for Aeria games.

In the meantime I've been polishing this one for quite some time, playing with the people here at the studio every now and then.

So yeah... that's where I've been all this time :p
 
Sep 1, 2009
573
323
Always loved this map's look an artstyle . Glad to see it one again.
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
Gosh... was it really that long?

I've never been gone... just lurking =P

Hopefully in a few months the reason for my absence will become public. I've worked for Ubisoft and am now at an independant studio. I'm sure most of the people here are not our target audience (hard to compete with TF2) but at least you'll enjoy some of the production articles on the FPS I've been working on for Aeria games.

In the meantime I've been polishing this one for quite some time, playing with the people here at the studio every now and then.

So yeah... that's where I've been all this time :p

Thats really cool. Interested to see what will pop up :p

Welcome back to posting then I guess.