Handover

KotH Handover A3

Potato Masher

L1: Registered
Aug 27, 2016
8
4
Handover - A close quarters fight over a small shipping yard in the middle of the Badlands.

After 3 years of procrastination, here's my first functional A1 map, Handover.

Handover is a King of the Hill map set in a small shipping yard out in the Badlands. Presumably the trains carry in weapons and ammo for the mercs to use elsewhere; looks like they couldn't wait for 2 day shipping and brought the fight to the rails.

The fight centers around the capture point dead in the center of the divide between the railways. Both teams have thrown about the boxes and cargo for cover, and have even used the cranes to hover a shipping container in between the buildings (are they even allowed to do that? how many safety violations does that break?)!

As this is my first map, feedback is welcome and appreciated. I hope I can make this into a decent first release.


Custom Content used:
  • Construction Asset Pack by TF2Maps.net
 
Last edited:

Potato Masher

L1: Registered
Aug 27, 2016
8
4
Mostly minor tweaks, with one major adjustment. A1 was received positively so little had to be changed.

  • Added clipping in a few places such as windows and props where it was needed.
  • The building covering the train on each side has been raised higher with a slight increase in detail to emphasize it's new clipping. As such, this roof is no longer accessible.
  • Detailing and contrasting textures added to help show that the shutter door outside spawn is not a detail.
  • The playable area outside spawn has been shrunk as there wasn't much reason for it to be accessible.
  • Added two team spectator cams.

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Potato Masher

L1: Registered
Aug 27, 2016
8
4
Minor changes since the recent test gained a whopping two feedback nodes. Weeeee.

  • The shutter doors outside of spawn on each side have been set up to open automatically once the round starts. They will stay open.
  • Railings will now properly allow bullets and projectiles to pass.

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Potato Masher

L1: Registered
Aug 27, 2016
8
4
This update brings significant changes to how the high ground is accessed for both teams, hopefully giving attackers an easier time using their roof.

hl2_WNvbJJqyqQ.png

  • High ground has been lowered by about 48hu to make spotting and fighting attackers from above slightly easier.
  • The pile of crates allowing any class to access the high ground has been lowered significantly; only jumpers and classes who have opted to use mobility enhancing loadouts will be able to reach the roofs from the point.
  • The entire stairway room has been redone, with access to the room pushed back to become a second option when going the left route. This requires the defending team to push even further in if they want to get onto the attacker's roof.
  • New indoor lighting and texture work on the highground building and the Hill, with specific RED and BLU theming.
  • A few minor adjustments allow easier movement up improvised prop ramps.
  • c u b e m a p s

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