Vanillands Event

KotH Vanillands Event B1

Berry

resident homo
aa
Dec 27, 2012
1,056
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toast-01.jpg

Obligatory thread fixing toast
 
Last edited:

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Just a heads up, my map koth_canopy was called koth_torque up until Beta 1. http://tf2maps.net/threads/canopy.21089/

jsyk, filenames I compiled under were _a1, _a1a, _a2, _a3, _a4, _a4a, _b1; people are bound to have conflicting files if you release yours with the same names

Fantastic. Rather than messing about I'll just grab a new name when I can be bothered then
 

tyler

aa
Sep 11, 2013
5,102
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@Geit I meant that since this thread was created without using the resource system, adding a new resource will duplicate the thread.
 

Geit

💜 I probably broke it 💜
aa
May 28, 2009
598
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@Geit I meant that since this thread was created without using the resource system, adding a new resource will duplicate the thread.

Ah that's not a problem, that's what the import queue is for.
 

tyler

aa
Sep 11, 2013
5,102
4,621
Oh, I thought that was gone already. OK, carry on, enjoy this thread with 10 useless posts at the start, Berry.
 

Lain

lobotomy success story
aa
Jan 8, 2015
724
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this map's got a lot of weight, a lot of tor- uh.. I don't wanna say torque, but definitely a lot of gravity on his side.
 

Moonrat

nothing left
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Jul 30, 2014
932
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Minor feedback I didn't leave when we playtested this map earlier today, but I think you should remove the windows on the mid building. EVERY death I had on the point (barring maybe one or two) was due to a Demoman lobbing stickies into the building from the lower area by the bridge. It made capping the point nearly impossible due to the volume of explosive classes and the tiny point area. Removing the window would at least protect cappers from some of the spam that went on all around mid.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
Yo images are broken

They're old, they don't work because they link to TF2M where I removed them.

Minor feedback I didn't leave when we playtested this map earlier today, but I think you should remove the windows on the mid building. EVERY death I had on the point (barring maybe one or two) was due to a Demoman lobbing stickies into the building from the lower area by the bridge. It made capping the point nearly impossible due to the volume of explosive classes and the tiny point area. Removing the window would at least protect cappers from some of the spam that went on all around mid.

The mid point will be one of the major changes I do for A5 (as well as stretching out the spawn yards so when the defending team push forwards they aren't spawncamping). I'm intending to more-or-less close off the building and have a Gullywash mid style point, as well as extending the capture zone to be the area around the building instead of being the building.
 

Berry

resident homo
aa
Dec 27, 2012
1,056
1,898
A9
- Reduced medium health kit to a small health kit at right route from spawn. Adjusted location for rollouts better.
- Added airborne small health on rope on right route out of spawn to supplement lack of health for jumping classes rolling out
- Adjusted capture point area and added visual aids on the ground to make it obvious where the cap zone is during gameplay
- Adjusted fencing around the point to allow players to attack on the curved cliff route around the CP
- Minor fixes & changes

A8
- Redesigned centre point
- Added 3D skybox

20170706203057_1.jpg


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