- Nov 25, 2013
- 104
- 239
koth_experiment_a01 - KOTH theory distillation #1
Dev textures and dynamic lights, oh my! Halloweenish, right at the eleventh hour. But only ish.
This map comes after 10+ years fooling around in Hammer (75% non-TF2), and this is my first uploaded map to TF2maps.
The theory is the follows: teams need to be able to split up and also have some space to build up momentum - rest spots. Then they go through a choke of some kind, entering a courtyard or the cap area. There should be routes for loners (sniper, spy, engineer) as well. Verticality is naturally a must and that's reflected in highgrounds as well as underground tunnels.
Dev textures and dynamic lights, oh my! Halloweenish, right at the eleventh hour. But only ish.
This map comes after 10+ years fooling around in Hammer (75% non-TF2), and this is my first uploaded map to TF2maps.
The theory is the follows: teams need to be able to split up and also have some space to build up momentum - rest spots. Then they go through a choke of some kind, entering a courtyard or the cap area. There should be routes for loners (sniper, spy, engineer) as well. Verticality is naturally a must and that's reflected in highgrounds as well as underground tunnels.