Bloodmount

KotH Bloodmount A5 Fix

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Bloodmount - A medieval Koth map.

This is my 3rd map overall, 2nd TF2 map and first TF2 map to release publicly.

Welcome to Bloodmount!

This time, RED and BLU are fighting over a hill on a mountain with fists and steel!
So, you can literally be King (or Queen) Of The Hill! The hill of Bloodmount, that is.

Any feedback is appreciated.

EDIT: Version A4 released!

Changelog of A4:

  • Added trimping ramps in the outer side of the walls
  • Added shadow control
  • Made the spawns bigger
    • Each spawn has 16 spawns instead of 12
  • The walls in the spawns aren't paper thin anymore
  • Made the capture time smaller

That's pretty much it for now.
Gibe feedback pls.

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Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Last edited:

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
It could work but you have to look at the way that Degroot Keep does it- it has hills with little cliffs and such. Adding those would split up direct lines of sight and create a more fun map, because flatness isn't too fun.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
It could work but you have to look at the way that Degroot Keep does it- it has hills with little cliffs and such. Adding those would split up direct lines of sight and create a more fun map, because flatness isn't too fun.
That's a rather small hill.
bloodmount development.png


Would this do, then?
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
I think you need to add some jagged triangles in there too lol


and for my point I meant, add some hills around the point
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
One trend I keep seeing with new Medieval Mode maps is that they always seem to be really large and flat, with little to no cover. Bear in mind that DeGroot Keep and Burghausen are mostly made up of rather tight spaces and steep hills, with lots of cover everywhere.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
That's some great feedback, guys. Keep it coming.

giphy.gif
 

alkaL1ne

L1: Registered
Dec 20, 2015
24
12
Basically, Huntsman Snipers would dominate with the occasional Crossbow Medic in really open places. I think that if we're going to compare medieval map design, there's a few other games that can be used (particularly Chivalry). And they have a lot of terrain you can jump on and go for mindgames.

It also helps breaking sightlines.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Ok, now this is weird:

I am compiling the a2 version of Bloodmount to check the new displacements I made, but TF2 won't start.
It just goes past the Valve logo then crashes.

Anyone has any idea why?
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
Ok, now this is weird:

I am compiling the a2 version of Bloodmount to check the new displacements I made, but TF2 won't start.
It just goes past the Valve logo then crashes.

Anyone has any idea why?

Try checking the game cache, maybe you had hammer open while TF2 was updating
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Nope. That didn't do it.
I'll reinstall TF2 tomorrow.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Fixed it, too many power 4 displacements.
 

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208
Changelog:

  • (Hopefully) Fixed getting stuck at the edge of the cliff
  • Made the hill bigger so it's REALLY worth being the king of!
  • ROCKS EVERYWHERE! (for cover obviously.)
  • The entirety of the ground is displacements
    • Added a blend texture and smaller hills. AND THEY WISH YOU COULD BE THE KING OF THEM BUT THEY ARE TOO SMALL FOR YOU TO CONSIDER!
  • The invisible tool texture in the spawn courtyard was replaced with clip so that projectiles can still go through.

Shoot me with more feedback.

2015-12-23_00001.jpg


Read the rest of this update entry...
 
Last edited:

Bogdy

L4: Comfortable Member
Aug 13, 2014
187
208