Hillcrest "The structure you have created is a huge swiss cheese mess of ramps and doorways." "Those buildings look way too under-detailed. I hope this is still being worked on." "WHY HAS NOBODY NOTICED THE SECOND HANDLE ON THE TOOLBOX" Everybody's raving about Tapp's newest map, hillcrest! Forged from rash clicking on a bugged hammer, contraversial optimisation and delusions of grandeur, hillcrest is the ultimate gateway drug, to add spice to your shooting life. Map description: koth_hillcrest is a small-ish koth map, the first map to come out of me since the disasterous and aptly named plc_regret. I've put a lot of emphasis on height, using it largely as a flank route. There are quite a few straight sightlines, partly as a result of using l4d more than tf2 lately, and deliberately. The map plays quite well against bots, and any stalemates that result are easily and quickly resolved. Of course, I have no idea how this map plays with human players because, well, I haven't tested it. It's been exactly a month since the original release, and during that month I believe that I have fixed all problems I could see with the map. Many of you may be having heart-attacks at some of the sightlines, but they have all been balanced. Spots with long sightlines are either easily accessible by the enemy, have a very small area which can be shot through, or require the sniper looking down, which makes sniping a LOT harder. The map has a large emphasis on free movement, with plenty of flank routes, and it's usually easy to get from one area to another without entering the central fray. Still to do: Fix up brushes Have a gameday rolleyes Possibly: Shorten sightlines Nerf sentry spots Push spawns back Open up play Please rate, comment and play!