A couple old maps needing to go!(OPEN)

Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
Over the past year or so I've accumulated dozens of maps. None of which will ever be finished by me. I still have a few(as some of them got lost on my old pc). I know these maps will never be completed unless I give them up. Take whatever, but if you do end up using any brushwork, just give credit! I made these maps while learning hammer, and even while learning some of the basics. So these maps are poor in quality. One more thing, on the off chance you decide to use any of these, just let me know. I'm not going to veto anyone, just gauging to see if anybody's interested.

cp_arduous(2018)
cp_arduous is an old one of mine, but if taken into the right hands I think someone can make something nice with this 'ol brushwork. With a gravel-pit theme, the cp map is for sure going to need some work done on it. It's in alpha, and roughly half the map is done. Blu spawn is gonna need some touch-ups and maybe widening.
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The rest of the screenshots are going to have to be taken in hammer, as I don't want to compile this thing again.
Capture35.PNG

Here you can see the same area but in hammer. Was meant to be kind of like a loading dock/warehouse
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Entrance from Blu's perspective moving towards the warehouse area(first point)
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Old brushwork strikes again! In the red shack, there is an entrance from the first point leading out to this courtyard. Behind where this screenshot is taken is where I stopped working on the map. There need to be some connections on the right side made into the building.

koth_bodie(2019)
Koth_bodie is named after an abandoned boomtown in Northern California. This rotationally symmetrical king of the hill map is nearly complete, I started messing around with spawns and such before I gave up and threw in the towel. A nice-looking alpha, just missing spawns and could for sure use some work around the point. The theme here is clearly desert, however, it does sort of transition into industrial.
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A shot of right side leading towards the main point. A door on the left leading to a middle area, with a nice catwalk on both sides.
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koth_bodie in the area behind the point(approaching the point) The building on the right having another exit around it, effectively becoming a tower. On the left is an area for soldiers and demos to pass through, through the center takes you to an area overlooking the point. A decent place for soldiers and demos and snipers.
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The area from between the area outside of spawn, and the area outside of the point. Closely following the viaduct formula.
Capture41.PNG

The point itself, as you can see, needs some work around the edges. Other than that, pretty solid I guess.
Capture40.PNG

And lastly, a shot that overlooks that same middle area, all the way over to the point. This side angle can give a little bit of depth that wasn't shown in some of the other screenshots.

koth_goldwater(2020)
King of the hill Goldwater was originally in the works as early as 2019, but I recreated it numerous times since then. The main purpose for making this map was to see how far I could drastically change a map from around a1 to b1. Anyhow, I got the map to late alpha and no matter how many times I playtested it, it always had something wrong. There are two main problems with the map (as far as I'm concerned)
1. The map 'feels too big' while I've tested, and the walk times from spawn to the point aren't the greatest, they also aren't the worst. The way the map is fundamentally designed has lead it to force players to come from the sides of the point rather than head-on, increasing the time it takes to walk there.
2. The areas around the point, there are too many places to get shot from, it's not sightlines per se, but rather the biggest issue being a little building where you can set up as an engineer, or just kinda sit there for really no reason. One bit of feedback I got was 'the flanks have flanks' which honestly doesn't sound too bad for any other map, but something you would just generally want to avoid on a koth map.
Capture59.PNG

A birds-eye view of the outside of RED spawn ^
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BLU right side entrance to mid ^
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RED right side entrance to mid ^
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BLU building near BLU spawn ^
A small video showing a time-lapse from a1 to a13.
Link the TF2maps page for it: https://tf2maps.net/downloads/goldwater.9431/
Sidenotes: I'm not having it where this map can only be taken by a single person, anyone can work on it and develop it. This map is a bit more developed than the last two, meaning that yes there is already quite a bit of detail work on it. The map also uses textures and some assets from the construction pack, so you have to install that first before working on this one. I'm happy to have this thing off my hard-drive and maybe someone else can find the passion for it.

I will come back to this thread later sometime in the future to add any maps that I may create later on that I scrap, or if I can somehow find more of my older maps. Take care and happy mapping!
 

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Last edited:

Orangepumpkin7

L2: Junior Member
Nov 24, 2017
56
33
I'm interested in taking a look at CP_Arduous.
Sounds good, just remember, some pretty bad brushwork so apologies in advance. Also btw, love the way the map you're working on is looking, saw a few screenshots in the c.tf discord and I can't wait to see how it develops.