- Jan 20, 2010
- 1,317
- 903
Prepare yourself for my very first map!
Introduction
Glug is a midsized map that can be played in either KoTH or CTF mode. It takes place in an alpine setting, in a mountain river valley. I am unsure what the "backstory" will be as of now, although I'll eventually think of something.
Details
The map centers on a small lake with a smaller building in the center (which is what I have to decide is so special about it that red and blue want it.)
It has two tall towers which can be scaled to a mid area above the CP and can also be rocket or sticky jumped to the roof. Ideally, the main combat will take place on the platforms above the CP, with minimal use of the water if possible (although that might be wishful thinking.)
Each team also has a spawn building, a tall cube (at the moment) that has essentially 4 main sections. The intel area (below), the spawn area (above), a sniper perch (above), and a main entrance/exit (below.) The intel area is easily accessible from all 3 other areas, but it is only able to be exited by 2 (3 if soldier or demoman) spots: an exit only door and a underwater/river exit.
The river is also easily accessible to the spawn; a door and a platform fall into the river below. The river is also only visible from this perch.
Modes
The map is available in both KoTH and CTF modes.
KoTH: The main CP is on the center island, enclosed by a wall-less (but not without a ceiling) room. It's fairly straight forward, but snipers are given many perches that can see across the map and spies have many hidden ways to get behind enemy lines.
CTF: The flags are in the farthest rooms of each spawn area. The intel rooms can be normally entered by 2 means: the front door and the river. However, Demomen and soldiers can also enter from a skylight if they rocket/sticky jump from the tall tower. It is also only able to be exited normally from 2 areas: the river and an exit-only door. Again, Soldiers and Demomen have an extra exit where they can sticky/rocket jump to the roof to escape.
NOTE
This is still in big-time alpha. I am primarily posting this to get some general feedback on how it can be played. I have yet to fully optimize it or fully flesh out the details. However, it SHOULD still be playable. I'll attempt to update it daily as I optimize it and add details.
Thanks for taking a look.
Downloads:
KoTH_Glug_a12
PS. If anyone would like to help me with optimization of this beast, I'd greatly appreciate it.
Introduction
Glug is a midsized map that can be played in either KoTH or CTF mode. It takes place in an alpine setting, in a mountain river valley. I am unsure what the "backstory" will be as of now, although I'll eventually think of something.
Details
The map centers on a small lake with a smaller building in the center (which is what I have to decide is so special about it that red and blue want it.)
It has two tall towers which can be scaled to a mid area above the CP and can also be rocket or sticky jumped to the roof. Ideally, the main combat will take place on the platforms above the CP, with minimal use of the water if possible (although that might be wishful thinking.)
Each team also has a spawn building, a tall cube (at the moment) that has essentially 4 main sections. The intel area (below), the spawn area (above), a sniper perch (above), and a main entrance/exit (below.) The intel area is easily accessible from all 3 other areas, but it is only able to be exited by 2 (3 if soldier or demoman) spots: an exit only door and a underwater/river exit.
The river is also easily accessible to the spawn; a door and a platform fall into the river below. The river is also only visible from this perch.
Modes
The map is available in both KoTH and CTF modes.
KoTH: The main CP is on the center island, enclosed by a wall-less (but not without a ceiling) room. It's fairly straight forward, but snipers are given many perches that can see across the map and spies have many hidden ways to get behind enemy lines.
CTF: The flags are in the farthest rooms of each spawn area. The intel rooms can be normally entered by 2 means: the front door and the river. However, Demomen and soldiers can also enter from a skylight if they rocket/sticky jump from the tall tower. It is also only able to be exited normally from 2 areas: the river and an exit-only door. Again, Soldiers and Demomen have an extra exit where they can sticky/rocket jump to the roof to escape.
NOTE
This is still in big-time alpha. I am primarily posting this to get some general feedback on how it can be played. I have yet to fully optimize it or fully flesh out the details. However, it SHOULD still be playable. I'll attempt to update it daily as I optimize it and add details.
Thanks for taking a look.
Downloads:
KoTH_Glug_a12
PS. If anyone would like to help me with optimization of this beast, I'd greatly appreciate it.
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