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KotH clockworks a1

Clone5184

L2: Junior Member
Aug 11, 2014
59
26
clockworks - A koth map inside a giant clock. Think "Tick Tock Clock" meets "TF2".

This is a map that takes place inside a giant clock. Don't play this map to learn about what a clock looks like though. It takes more inspiration from Tick Tock Clock than real life clocks.

Features:
  • Swinging pendulums of death! Time your movements accordingly!
  • Moving Gears in the center to give you that feeling of being inside a clock.
  • Hear the bell toll whenever the point is captured!
 

Tsarbucks

L1: Registered
Jul 10, 2016
14
15
Will check out. Installing as we speak.
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
EDIT: I've read the description after posting the video and it's not the best walkthrough either, but was the only one with moving stuff
 
Last edited:

Tsarbucks

L1: Registered
Jul 10, 2016
14
15
Notes (I was on BLU team while looking around, so all directions are from the BLU perspective):
-It's not zipped. While this is a really small file, that's fine. I would just zip it when you get into the detailing phase
-Just spawned. The spawn room is a tad claustrophobic. with the low ceilings and small door on the left.
-I walked out of the bigger door, and this room is VERY dark.
-Aesthetically the lights in that room look better suited for RED as they look older and farm-y. I would recommend florescent lights rather than incandescent.
-The death pit on the bottom has no indication of being something that would kill you. I walked off to explore the area below as it had a texture that made it look like ground. Make that more obviously fatal.
-The stairs leading out of the left spawnroom are not clipped and make it awkward to walk on. I have not tested it, but they look like they would eat rockets.
-The overall shape of the map follows no real flow. It is essentially walking out of spawn, walking up stairs and waddling onto a point. I recommend the video below by UEAKCrash about a good way to layout a KOTH map. Basically, you want to have mid, a team's courtyard, and a spawn's courtyard with some buildings or separation between them
View: https://www.youtube.com/watch?v=7cZhJF4P2vI&list=PL2KT0JL74Qff_c1WbqNi4K5yAmpWAUQlq&index=14

-I don't really see the point of the flank routes. Other than the highground behind the point, it seems like longer routes that either take a long time or have deadly perils en route.

Sorry for the wall of text. I might get into scaling in a later post.
 

sooshey

:3c
aa
Jan 7, 2015
514
410
It's not zipped. While this is a really small file, that's fine. I would just zip it when you get into the detailing phase
No need to zip your map. It does nothing but add an extra step for people downloading it. If your filesize gets too big, repacking is what you want to do. But your map has a very small filesize right now so you don't need to worry about that at this point.
 

Tsarbucks

L1: Registered
Jul 10, 2016
14
15
No need to zip your map. It does nothing but add an extra step for people downloading it. If your filesize gets too big, repacking is what you want to do. But your map has a very small filesize right now so you don't need to worry about that at this point.

That's what I was trying to say, but couldn't get the words. Thanks