KotH Thermic

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
Thermic Springs

Spiritual successor of koth_point!
Taking inspiration from Fantasmos' koth_swampwater (koth_point detail submission for 2SS contest), Viaduct, Harvest, and Lakeside, Thermic will soon see Red and Blu fighting over the geothermic vent in a wintry alpine establishment.

Gameplay-wise, I am trying to aim for a KOTH map where a teams best strategy is to hold multiple areas of the playing field, rather than pile onto the point.

Snowcat model from the Tf2 Emporium vehicle pack.
Thanks to TheBestUsername for the TF industries overlay!
Thanks to Tumbolisu for lending me his water material!
 
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TheBestUsername

L4: Comfortable Member
Jun 25, 2013
151
96
OMG my overlay! :D

I noticed my TF Industries logo seems a little faded in your screenshot. Do you want me to make it a bit bolder looking, or do you like it the way it is?

P.S. I'll try to finish up your other overlays as soon as I can. If you'd like me to make you any other custom content, I'll try my hand at it. I'm not a modeler, but I think I'm starting to get pretty good at making TF2-styled textures as well as overlays.
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
Updated to A4!
Changelist:
A4-
Added a building between mid and spawns
Rebuilt spawns on higher ground to reduce spawncamping
Added a new building to attack the point from
Added new flank options

Screenshots on tf2maps are currently down, I will upload the new ones as soon as I am able.
 
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radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
Updated to A6!
Changelist:
A6-
Shrunk pillars around point
Removed fence from battlements
Added a pipe to allow any class to jump back up to the upper deck from the bridge
Made the snowcat skilljump possible from another angle
Rebuilt the connecting buildings to be simpler and easier to navigate
Fixed sightlines at the pointside buildings and the chain fence
Clipped off the neutral flank building's roof and the prop inside
 
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radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
A7 released!
Changelist:
A7-
Connected lower bridges to the point
Clipped pointside building stairs so players no longer get caught on them
Added Tumbolisu's custom water material to improve visibility
Created edging to pool to allow for a quicker exit
Stretched out the big hill to make a smoother transition between the buildings
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
I was playing medic on this the other day (a6?) and I wasn't having a great time. There wasn't much of a unified staging area, everything felt very ledgy. Easy to fall off / get knocked off and separated from your heal target. Then the water+beams+ledges all around the point made it very hard to navigate confidently making it a very unappealing place to go. Which shouldn't really be the case for a mode with only one point.

I see you've made it easier to exit the pool, which is good. I'd personally like to see that cage around the point either removed entirely or heavily revised, because the water is annoying, yes, but it's those pillars and ledges that make navigation difficult around there.
 

Auwi

Certified in best in fun
aa
Dec 12, 2012
188
498
I think the main issues are that the point is low compared with the surrounding areas. There's too many areas that are above the point, making capturing almost impossible. As well as lack of cover while on the point. The water doesn't really help you much, in fact it hurts you because its used more as a trap than an escape. You move slower in water, so that's something important to remember. I do enjoy this map, but it can always be made better.
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
A8 released!
Changelist:
A8-
Clipped the battlement connector windows to make it walkable
Added two more bridges at ground level to the point
Increased cap area
Modified cap structure to reduce fire onto point and increase navigation ability
Changed medium healthpack at mid to a small one
Added walls to the lower top bridge to fix a sightline and add protection from snipers
First pass detailing in initial spawn rooms
Updated water materials
Correctly packed everything, I hope
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
A9 RELEASED! I used pakrat this time, so the water should show up.
Changelist:
A9-
Blocked off one battlements window
Added walls under the lower bridge to fix a sightline
Moved a side door in the connecting buildings to fix a sightline
Steeeeeeam on the water
Added a detailed room behind the initial spawns
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,045
625
A10 released.
Changelist:
A10-
Added a fence on the roofs to reduce sniper power
Lowered the southern flank (cliffside) to make approaching the point easier
Moved pipe covers
Added a lovely all-encompassing soundscape (still alpha guys)
Changed the bottoms of the bridges to be orange to aid vis underwater
 

awk

L1: Registered
Sep 28, 2014
10
27
I'm getting missing textures on the trucks + underwater in the b2b bsp.