Ghosttown [working name - will change]
This is a map I've been working on for some time as a single CP map, but with the introduction of the complete KotH gamemode it was a relatively simple matter to convert it.
The map is set in an abandoned western town, hence the name, and features a number of alternate routes in an attempt to make gameplay more dynamic (unlike Viaduct which, while a fun map, is nauseatingly linear). I tried to put a high emphasis on vertical distance, providing multiple ways to get above someone in almost every section of the map and having the point itself having two 'lofts,' for lack of a better word, overlooking it.
The point itself is designed to be extremely difficult to hold for an entire round (again, unlike viaduct), since it is easy to gain a height advantage over the point and it may be attacked from any direction. This is in an attempt to create a much more fluid gameplay experience that, hopefully, will prove to be fun.
The spawns are designed to allow players to choose where they wish to enter combat through use of a fairly large spawn protected back area, providing three exits directly into a courtyard of sorts outside of the central capture point building, a fourth exit up to an overhead catwalk of sorts (visible in screenshot one), and a fifth exit through an old mining tunnel that leads to the other team's side of the map (the exit to that area is visible in screenshot three, all screenshots of the mining tunnel itself turned out as terrible quality).
This map has not received any playtesting in its current form, and there are currently no known bugs which are not Valve's fault (overtime). Suggestions are more than welcome, and please tell me of any bugs you may stumble upon, as there has been very little active bug testing that has occurred.
This is a map I've been working on for some time as a single CP map, but with the introduction of the complete KotH gamemode it was a relatively simple matter to convert it.
The map is set in an abandoned western town, hence the name, and features a number of alternate routes in an attempt to make gameplay more dynamic (unlike Viaduct which, while a fun map, is nauseatingly linear). I tried to put a high emphasis on vertical distance, providing multiple ways to get above someone in almost every section of the map and having the point itself having two 'lofts,' for lack of a better word, overlooking it.
The point itself is designed to be extremely difficult to hold for an entire round (again, unlike viaduct), since it is easy to gain a height advantage over the point and it may be attacked from any direction. This is in an attempt to create a much more fluid gameplay experience that, hopefully, will prove to be fun.
The spawns are designed to allow players to choose where they wish to enter combat through use of a fairly large spawn protected back area, providing three exits directly into a courtyard of sorts outside of the central capture point building, a fourth exit up to an overhead catwalk of sorts (visible in screenshot one), and a fifth exit through an old mining tunnel that leads to the other team's side of the map (the exit to that area is visible in screenshot three, all screenshots of the mining tunnel itself turned out as terrible quality).
This map has not received any playtesting in its current form, and there are currently no known bugs which are not Valve's fault (overtime). Suggestions are more than welcome, and please tell me of any bugs you may stumble upon, as there has been very little active bug testing that has occurred.
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