Forge, a foundry style King of the Hill map, designed for standard pub and possibly competitive gameplay. Workshop Page. Alternate downloads: BSP Thanks to: Bakscratch: For being a cool nerd and providing valuable gameplay feedback and also detailing a large chunk of the map, and providing lots of cool assets. Psy: For helping me out with early optimization of the map. Seba: Train track model. Stiffy: Custom beam models. Carn: For providing valuable competitive feedback. Wilson: For being a nerd and sharing his WWE knowledge which improved the map. TF2M Community: For being nerds and testing this map. Crash and Pennyarcade Community: For providing with an opportunity to test the map outside of TF2M.
From playing the map, the middle area is a little bland. Not much fighting happens there and it just results in a large walk for either team to the point. It sure if its much longer than viaduct/lakeside or something, but it feels long. Maybe just reducing the area from spawn to the connectors would work, since its such a large open area.
Massive changes to the entire map! *Updated the layout of the map. Read the rest of this update entry...
*Nothing major, map "should" no longer be an fps disaster. *Sniper fences are now solid. Read the rest of this update entry...
Big thanks to @Psy for helping me with optimization of the map. Other changes *Railings are now solid *Missing/Bugged out floor texture is no longer broken *Updated Localization Files Read the rest of this update entry...
Post gameday update. *Closed off the area underneath the point, blocking off majority of the sightlines. *Clipped the two small side buildings next to the point. *Moved and added ammo and health pickups. *Removed the alligators. Current health/ammo pickups: - 2; - 5; - 6; - 6; Read the rest of this update entry...
*Connected the barely used upper platform to the main route containing health/ammo pack *Removed half-sized shipping containers. *Hopefully fixed random black shadows from appearing. *Should no longer confuse which roofs it is possible to jump on. Read the rest of this update entry...
Small issues I found flying through the map from a previous version so it might've been fixed already: There's a small slit through the windows on the bottom that makes it look ugly. It's the case on both side and .ear the sniper spots in the bases, too. Just a quick pointer. Other than that, good map.
*Added cover to the capture point (Need feedback on this) *Rebuilt area with 2 sets of stairs into a ramp. *Removed containers from 2 side buildings *Moved/Changed hp/ap pickups. *Rotated some stairs by 90 degrees, for better movement flow. *Made it easier to jump out the side building with open window. *Misc changes. Read the rest of this update entry...
*Changed the barely used upper area completely. *Replaced some stairs with ramps. *Improved lighting. *Removed custom content (Map size 4mb > 2mb). *Reposition ap/hp pick ups once again. *Other random changes. Read the rest of this update entry...