- Jun 17, 2012
- 493
- 191
Bunkalow is a koth map made for four to eight people, from ultiduo to "ultiquads". The main gametype for it is "ultrio/ultitrio", which is two scouts, two soldiers, and two medics, one per team.
Several things for the "ulti___" gamemodes are extremely specific and different from normal KotH. The most noticable ones for a mapper are the inability to re-enter the spawns and the small map size. Surprisingly, bunkalow is actually rather large for an ultiduo map: larger than ultiduo_baloo, which is larger than the original koth_ultiduo.
There were a couple things I really wanted to do with this map. One of them was to have a two leveled control point. Another was to have suspended wooden platforms with ramps that soldiers can surf on. A couple fun things are: scouts can move in a straight line between any two elevated areas without hitting the map's bedrock, and soldiers can go between almost the furthest apart two points of the lower area in one jump and a pogo.
The map was originally meant for ultiduo, and it's my first original TF2 map. I was working on a 2fort classic modification when I started, so because of that and some guidelines on the valve developer wiki I made a rather large play area for traditional ultiduo. Playtesting quickly found that traditional ultiduo's dynamic action didn't happen the same on bunkalow, and that adding in a scout on each team made it a lot more enjoyable. A couple of times people added in demos too, and it was more active, but ultrio seems to play better.
teamfortress.tv thread: http://teamfortress.tv/forum/thread/693-koth-bunkalow-ultiduo-map
Several things for the "ulti___" gamemodes are extremely specific and different from normal KotH. The most noticable ones for a mapper are the inability to re-enter the spawns and the small map size. Surprisingly, bunkalow is actually rather large for an ultiduo map: larger than ultiduo_baloo, which is larger than the original koth_ultiduo.
There were a couple things I really wanted to do with this map. One of them was to have a two leveled control point. Another was to have suspended wooden platforms with ramps that soldiers can surf on. A couple fun things are: scouts can move in a straight line between any two elevated areas without hitting the map's bedrock, and soldiers can go between almost the furthest apart two points of the lower area in one jump and a pogo.
The map was originally meant for ultiduo, and it's my first original TF2 map. I was working on a 2fort classic modification when I started, so because of that and some guidelines on the valve developer wiki I made a rather large play area for traditional ultiduo. Playtesting quickly found that traditional ultiduo's dynamic action didn't happen the same on bunkalow, and that adding in a scout on each team made it a lot more enjoyable. A couple of times people added in demos too, and it was more active, but ultrio seems to play better.
teamfortress.tv thread: http://teamfortress.tv/forum/thread/693-koth-bunkalow-ultiduo-map
Last edited: