KotH HTF Sinkhole

phi

aa
Nov 6, 2011
832
1,815
HOLD THE FLAG:
A gamemode where you have to hold a neutral flag for 3 minutes cumulative time.
Flag respawns instantly on drop.

I was originally gunna make this for the 72 hour contest but I couldn't wait that long so I just spent a boring weekend blocking it out and the last few days making it ready to release.

I have no idea what-so-freaking-ever how this will play. It'll be fun.

(also why is it required to choose a thread prefix 'cause none really fit with this)
 
Last edited:
Sep 7, 2012
638
500
That last screenshot suggests that you've done a lot of detailing already. Here at tf2maps we usually recommend that novice mappers block out the layout with developer textures and getting some playtests done before detailing in depth. That way you don't have to change all your carefully textured brushes every time you make a layout change.
 

phi

aa
Nov 6, 2011
832
1,815
but people aren't even going to be able to point out layout errors on this map because it's so good
brb taking it from a1 -> rc1 in the next version hope you all enjoy my pro mapping skillz
 

Harribo

aa
Nov 1, 2009
871
851
That last screenshot suggests that you've done a lot of detailing already. Here at tf2maps we usually recommend that novice mappers block out the layout with developer textures and getting some playtests done before detailing in depth. That way you don't have to change all your carefully textured brushes every time you make a layout change.

You realise PDT been around awhile, knows how to map perfectly well in dev and has done so previously with his alphas? It's like you have a bot that churns this out at the sight of detailing in a1 screenshots
 

Mr. Happy

L6: Sharp Member
Jul 16, 2008
320
158
That's not even detailing. It's not hard to throw a couple textures and disps in. So sick of single texture alphas, strict greyboxing is stupid.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
This map gets me hard

Let's play it
 

phi

aa
Nov 6, 2011
832
1,815
if you're serious i can most positively definitively completely assure you i do not
if your making a joke about the sinkhole picture then I "lol'd"
 

Exist

L6: Sharp Member
Oct 31, 2009
306
136
My friends and I liked this map, so I'll leave a few things that I thought need to be touched up.

-Fence infront of main fighting area needs to be either extended so players know they can't jump it or built into an actual wall that I know I can't get over.

-Spawn area is useless IMO, just extend spawn times.

-Possibility of on team holding their gate open in the middle house and allowing players through. If a scout with the intel got through that would pretty much be GG.

-I remember someone complaining about being able to jump into the other team's spawn area through the drop down gates.

-The puddle of water is senseless. Make the drop shorter.

-Make all death pits known.

-A way to award points to people holding the intel. It just doesn't feel right not getting points for that.

-Engies might be a tad OP. A sentry on the intel or up from lower could hold it.

Besides those things, the map was good for the 8 v 8 we had on the server. Maybe try to get a bigger test and see how it plays out?

Edit: POST 300