Crieng.

L1: Registered
Jul 21, 2016
29
3
koth_uusi_a10004.jpg View attachment 30330 View attachment 30331 koth_uusi_a10007.jpg View attachment 30333 View attachment 30334 koth_uusi_a10011.jpg koth_uusi - A new king of the hill map with a unique layout.

My first map was cp_ionize for the summer 2016 72hour tf2 jam. But I was not happy about the end result. So I made this map! I learned a lot from the shitpile that is cp_ionize and I decided to make a new map from the things I learned. Keep in mind that this is a1 and I have been working on this version for over a month now so hopefully, it would be worth the wait. This map was inspired by several maps. koth_probed, koth_viaduct and koth_moonshine.
I will admit that I actually copied and pasted a part of koth_viaduct to the map BUT I will change it in the near future, I just thought it was a great fit. Feel free to leave feedback, thoughts and opinions of the map in the comment section of this post, and have a nice evening.
 
Last edited:

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Looks pretty great! Though I'm afraid that you've copied some brushwork from the Viaduct vmf? If that's the case, would you mind replacing that middle barrier and fence with some simple brushwork and resubmitting? Thanks in advance.
 

Crieng.

L1: Registered
Jul 21, 2016
29
3
Hello, this map is a project I have not been very active on recently, and I apologise for that. I wanted to make a huge alpha 2 update with as much game changing features you could imagine! However I did not deliver, most of the changes made were new textures and details on buildings, ect. Though there were some changes made for gameplay that I was very happy about, such as: A one way dropdown behind the control point, highly optimized the map, added and replaced healthkits and ammopacks around the map, ect. So why am I complaining? From what you have just read it looks like a pretty neat update, so why am I saying I didnt deliver? Well, we can start by the fact that it took me well over a month to release this update. And how I used maximum one hour a week to work on the map. In conclusion, I am sorry I have not been active on this project and I hope no one gets triggered as the result of it. Hope you have a nice day, for the rest of the day. Here is some pictures of the NEW and UPDATED map that I decided to name uusi, papa bless.





koth_uusi_a10018.jpg


koth_uusi_a10013.jpg


koth_uusi_a10014.jpg


koth_uusi_a10015.jpg


koth_uusi_a10017.jpg

Read the rest of this update entry...
 

Crieng.

L1: Registered
Jul 21, 2016
29
3
Soooo, the tf2maps 72hour summer jam was announced and I wanted to begin mapping again. Unfortunately the contest hasn't started so I was forced to update this map instead.

I detailed quite alot of the map.
made specific areas larger as they felt a bit tight.
Made some areas smaller, as they felt too large, and that's pretty much everything I remember changing. Welp, have some screenshots. That should do it.

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Crieng.

L1: Registered
Jul 21, 2016
29
3
I have not updated this map in quite a while, so I thought it was time.

For this version I've generally updated the map to fix the issues I saw from previous versions.

-Adjusted and added health and ammo throughout the map

-Widened the back-roof-areas on both sides (obviously)

-Completely redid the main entrance to the roof area coming from spawn

-added some cheeky nobuild zones behind the point to see how it will play (don't worry, I'll find ways to make it clear to players that you can't build buildings there in the future)

-M o r e o p t i m i z a t i o n

- Lastly, did some detail and fixed previously blacked-out props.

This is a project I am dedicated to finish. It took me almost a year to post this update, and I truly am sorry for that.

Nonetheless, here on out, I will continue updating this map. Not consistently, but updating it nonetheless.

Leave suggestions if you'd like. I'm open to all possible change suggestions.

Read the rest of this update entry...