peak (working title)

Languid

L5: Dapper Member
Oct 9, 2009
240
256
OK so for some reason I've decided to try to make a koth map with a 6v6 bent. Here are the things I've added that I think comp players would like after having observed viaduct and how matches play on it:

+ simple spawn layout, with a yard and 3 exits to that yard
+health pack placement allowing demomen to reach the centre at the same time or before scouts with most of their health (much like 5cp mids, right?)
+height variations
+a reasonably tight mid that doesn't allow scouts to sneak past without being spotted
+(hopefully) sufficent health and cover for medics
+ several routes to mid that should be roughly balanced and allow different approaches to attacking


Thanks to snacks for uploading maps whenever needed
 
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AlexanderSig

L1: Registered
Jul 6, 2010
5
1
Looks pretty fun, kinda seems like it would be a bit easy to push people and snipe them off the CP though. You could try adding something on the bridge like 2fort has, don't block off sniping completely though :p
 

nik

L12: Fabulous Member
Aug 14, 2009
987
564
what's up with your skybox in screen 3?
 

Tekku

aa
Aug 31, 2008
723
873
Although i like how 1st screenshot looks, i don't like that your developer textures are so overscaled it looks really bad. Use wall textures on walls, and ground texture on ground,and 0.25 ; 0.25 scale would be preferred.
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
Looks promising... One question - where's the "buildings outside of the spawn"'s roofs? Was it meant to be like that?
 

Urban

aa
Jul 27, 2009
212
352
I noticed a few problems in a quick run through, some purely cosmetic others a bit more major.

First off these props did not have any collision, i don't know about those in red spawn.

koth_languid_a1b0000.jpg


Secondly I managed to get out of the map and promptly got stuck by this tree. I got here by jumping on those crates on the train and through the gate. Not really much of a problem but it might be worth clipping it off.

koth_languid_a1b0001.jpg


This door opened but it would not let me through and it also blocked bullets as well even though it was clearly open.

koth_languid_a1b0002.jpg


koth_languid_a1b0006.jpg


Bit of a nitpick but in several places the grass detail sprites show through other brushes.

koth_languid_a1b0003.jpg


This fence had no colission model:

koth_languid_a1b0004.jpg


This rock looked a bit dodgy and had no colision:

koth_languid_a1b0005.jpg


And lastly, and this is a biggie, as BLU I captured the CP only to find that the timer did not run down. This also happens as RED, please please check your entities are set up properly.

Hope this helps :p
 
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Languid

L5: Dapper Member
Oct 9, 2009
240
256
after messing around playing the engie update, a quick update to a2 with fixed ents (oops) and some quick out of bounds detailing

kothlanguida20000.jpg

kothlanguida20001.jpg
 

Mr. P. Kiwi

L5: Dapper Member
Nov 22, 2009
244
95
I walked through the map, you need to "player clip" a lot of things there - almost all the models are not clipped or you can jump over them (and I'm sure you shouldn't be able to jump over them)...
 

Acumen

Annoyer
aa
Jun 11, 2009
704
628
i'm really liking that first updated screenshot. looks very promising. getting a nice mood across with the lighting. very lovely :)
 

Urban

aa
Jul 27, 2009
212
352
Looking a lot better already. I like the lighting and how it fits the map perfectly.
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
The lighting is just thundermountain's, by the way.

A2- 3d skybox, more outside bitty detailing, and now a download link. Get it while it's hot, maybe I'll be able to test it in a gameday some time.

kothlanguida20004.jpg

kothlanguida20005.jpg
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
bump for testing. I felt it went fine for now, I might swap out the medium health to somewhere new, and maybe give more cover to the lower flank. Maybe try and get some tf2lobbies going soon?
 
Mar 23, 2010
1,872
1,696
i felt, as scout, i could escape and get back up to full health (through those mediums) too easily. granted it was 4v4 so scoot was OP and health was always there.
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
warble warble update bump. A3 has lots of nice shit, I'll tell you about it in the morning. Post stuff about the map, and a4 will be the sweet sweet gameplay update.

Really, check out a3, awesome stuff is in it.
 

Da_Man

L4: Comfortable Member
Aug 23, 2009
173
39
Map looks nice, but the area under mid doesn't get used a lot, but thats not that big a deal. Spawncamping does become a bit of a problem, but its nothing too major. It really only happened when our team got steamrolled. So yeah.
 

Stink Horse

L2: Junior Member
Aug 1, 2009
73
23
The map played very well. It's focused and action packed even with a small amount of players.

At the moment my only concern is that there's no interest in the area under the bridge. I'm honestly not pulling any solid ideas for what to do with it at the moment other than puttin in some sort of lower route to run through hidden, but that really just bypasses the problem without providing a solution.

What if there was more land mass leading up to the point? like right now you basically have two channels up but that's it.

What if you expanded the right hand route so it covers something more like a third of the bridge? maybe even a touch more? This would devour the rocky outcropping but provide a wider, less defensible attack point for the incumbent team trying to take back the point. If the rocky areas got close enough at the base it could also fill in most of the useless space below the point. It could also create a sneak channel between them for spies and other people looking for a little cover on the way to the enemy side.

Good luck with the map. The detailing you've shown so far makes me confident this will be a winner in the end!
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
a4b with new gameplay stuff and some detail stuff. Should make the map more interesting.
kothpeaksa4b0000.jpg

kothpeaksa4b0001.jpg

kothpeaksa4b0002.jpg

kothpeaksa4b0003.jpg

kothpeaksa4b0004.jpg


Changes should give attackers their own height advantage, users of the lower route another path to the rest of the arena, and slightly weaken the higher route. Testing will tell if it works.

The lower screens show off an extended spawnroom.

with every alpha I seem to add another waterfall to my mountain. :O

Try and find the two thundermountain references/ripoffs added in this version!
 

Languid

L5: Dapper Member
Oct 9, 2009
240
256
bump for impromptu and gameday tomorrow!

a6 will be when I start detailing I feel, I'll see what the gameday and any feedback from now throws up.
 

J4CK8

L11: Posh Member
Mar 4, 2009
820
243
A couple of things you may know of already:
koth_peaks_a50004.jpg

The wall doesn't full enclose the door.

koth_peaks_a50005.jpg

Displacement coming through the wall.

I felt that sentries and snipers could dominate the point, however after a few minutes it kinda went away, may have been due to team balance. The tracks outside of spawn could do with being clipped so you don't get the 'bump' effect when you go over each rail and finaly, again probably just me but I kinda felt a lack of health near the point. The only health I noticed where the two medium kits more or less in line with each other as you enter the genereal 'area' with the point.

Overall, I'm liking the detail with the waterfalls and also in the spawnrooms. It seemed to play well but the upstairs areas didn't seem to get much use.