Treeline

KotH Treeline a3

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Treeline - A KoTH map set near a high cliff.

So, yeah, I made a map. It's not the first source map I've made but it's the first one i made that I feel is good enough to release. I made this map generally to learn the process of making and releasing a full, complete map for TF2 and I don't expect it to be a great map(though I wouldn't mind if it was :D), or even a good map. It's just a map that I'm going to try to improve and learn to, eventually, make more serious and professional maps.


Some lore for the map if your into that kind of stuff
RED forms the company Red Logging as a cover to build a weapon laboratory in a mountainous, alpine jungle. To cut down on construction cost they strike a deal with the logging company Blue Lumber Co. Coincidentally Blue Lumber Co was a cover for BLU who also wanted to build a Weapons Factory and cut costs. Both Companies quickly agreed and began building a large sawmill on a mountain side. Unable to resist spying on their neighbors both teams uncover intelligence that their enemy is preparing to attack them. With no time to lose they both engage in a fierce battle to take control.
 
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munchkino

L1: Registered
Oct 17, 2015
40
3
Looks nice. You might want to make the windows looking over the point bigger so or just make them one big window so it's easier for a combo to use that position. Another option I think is to fill the windows with glass but that would nerf that building a lot so I wouldn't recommend it. On another note it looks a little dark indoors so I would recommend brightening the lights up a little (make the last number in the color value larger). One other thing is that is that it seems fairly easy to spawn camp, but only play testing will tell. Good job, looks like the map could do well and nice fluff too.
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Thanks for the ideas and critiques. I'll try to get it into a Game day or Imp and see how it plays with real players.
Thanks.

~Cyto
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
(I'm guessing by tress you mean trees) I'm very sorry to disappoint. I'll add many more trees, lines and tree lines when i detail. :p
Also, thanks, because you unintentionally inspired me to make a train trestle spanning the 3d Skybox.

~Cyto
 
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Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Thank for the feedback! I was thinking roughly the same thing Before and after the play test. I am definitively going to greatly widen and more generally enlarge the map for a2. Good points about the paths on either sides of the point too, especially the building. Can't think of too much else except some bugs and annoyances found in the play test. Either way I really appreciate the response since Good feedback is so important in the early stages of a map. Thanks!

~Cyto
 

Cytosolic

L5: Dapper Member
May 1, 2015
201
169
Just pretend a1 didn't exist. Yes, it was that bad.

Changelog

-Increased the maps size

-Extended courtyard and connectors

-simplified area under the point

-moved some of the pickups

-experimental details and lighting added

-increased the cliff height on the instant death pit

-the cap room has been widened and simplified

-replaced windows over capture point with a ledge

-added a rain effect to the map

Read the rest of this update entry...
 
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Cytosolic

L5: Dapper Member
May 1, 2015
201
169
I finally got to repacking a3. It's been finished and sitting around my computer for what.. a month? oh well.

Change log

-added a small building as cover

-removed rain effect

-added experimental detailing

-added more height variation outside of spawn

-messed with the lighting

-some other tiny changes I can't remember

Read the rest of this update entry...