- Jan 30, 2017
- 46
- 6
Farpine - A koth map aimed at casual-competitive 6v6.
Deep in the mountains, two bases, Radio Exchange Directors (R.E.D) and Broadcasting Long-wave Utilities (B.L.U) have two satellite dishes interfering with each other, so who will get radio priority?
Farpine is a map I am making aimed for Casual-Competitive 6v6. I has a simple layout, but that might change in the future. There isn't really a gimmick anywhere, just a standard koth map.
The spawn with it's huge radio dish, I'm a little worried about spawn-camping so the doors here could change.
Here we have the left-most exit to the court. It has a drop-down, and the clips on the pipes and fence are made so players can surf them for a quicker rollout.
The previous room leads along a walkway and through a room to here, likely the main holding points for most teams, it has taken light inspiration from viaduct concrete and includes some interesting jump-and-runs for spies to use.
The sniper decks. There is a jump you can do under the bridge that leads to a ramp-slide. Probably will end up a a roamer roll-out.
The control point in all it's simplicity with high rocks to use as cover, and as a perch. The concrete area leads into here. The point is quite large, but is easy to spam.
Finally, the level overview, it pretty much explains itself.
Deep in the mountains, two bases, Radio Exchange Directors (R.E.D) and Broadcasting Long-wave Utilities (B.L.U) have two satellite dishes interfering with each other, so who will get radio priority?
Farpine is a map I am making aimed for Casual-Competitive 6v6. I has a simple layout, but that might change in the future. There isn't really a gimmick anywhere, just a standard koth map.
The spawn with it's huge radio dish, I'm a little worried about spawn-camping so the doors here could change.
Here we have the left-most exit to the court. It has a drop-down, and the clips on the pipes and fence are made so players can surf them for a quicker rollout.
The previous room leads along a walkway and through a room to here, likely the main holding points for most teams, it has taken light inspiration from viaduct concrete and includes some interesting jump-and-runs for spies to use.
The sniper decks. There is a jump you can do under the bridge that leads to a ramp-slide. Probably will end up a a roamer roll-out.
The control point in all it's simplicity with high rocks to use as cover, and as a perch. The concrete area leads into here. The point is quite large, but is easy to spam.
Finally, the level overview, it pretty much explains itself.