koth_Stock

KotH koth_Stock B1

Ovalos™

L1: Registered
Feb 17, 2020
6
0
Stockpile_A1 (King of the Hill) - KOTH map that might resemble 2fort

A small KOTH map with a good amount of verticality and a water section in the middle. It's an early WIP, and the first map I make for TF2 (Used to map for CSGO) so i'm still testing the waters with this, i'm sure it's not very good. Hopefully I'll get enough feedback to make it somewhat enjoyable to play.View attachment 119599 View attachment 119600 View attachment 119602 View attachment 119603 View attachment 119604 View attachment 119605 View attachment 119606 View attachment 119607 View attachment 119608
 

Ovalos™

L1: Registered
Feb 17, 2020
6
0
Several layout changes were done, along some minor lighting and detail updates
- The capture point was moved to the bridge area.
- The bridge itself received many changes.
-- Some of the bridge's walls were sealed to work as cover from snipers.
-- The roof was opened above the point to allow for more vertical gaemplay.
-A new area has been added between the spawn rooms and mid to make matches less chaotic and retakes more possible.
-The sewer area was removed, along with it's respective spawn exit (Yes, there was a second spawn exit, it just wasn't properly signalized).
-The full ammo / health packs right next to the bridge were replaced by small packs, and the full packs were moved under the bridge.
-A new spawn room exit was made that leads to the connector rooms in the back side of the map.
-The capture zone was marked with stripes. Some people suggested this even though the capping zone was already signalized by a metal plate, but this doesn't take much effort so might as well do it
- The "Dark campy corner" right outside the spawns was walled off, because it was awful. The surrounding areas were also lit up.

Read the rest of this update entry...
 

Ovalos™

L1: Registered
Feb 17, 2020
6
0
Team Fortress 2 Screenshot 2020.03.20 - 15.10.48.98.png
Team Fortress 2 Screenshot 2020.03.20 - 15.11.01.55.png
Team Fortress 2 Screenshot 2020.03.20 - 15.12.31.72.png
Team Fortress 2 Screenshot 2020.03.20 - 15.12.55.02.png
Team Fortress 2 Screenshot 2020.03.20 - 15.13.11.14.png
Team Fortress 2 Screenshot 2020.03.20 - 15.13.43.73.png
Team Fortress 2 Screenshot 2020.03.20 - 15.13.58.16.png
Team Fortress 2 Screenshot 2020.03.20 - 15.14.14.07.png
Team Fortress 2 Screenshot 2020.03.20 - 15.14.39.70.png
Team Fortress 2 Screenshot 2020.03.20 - 15.14.47.85.png
Several layout changes were done, along some minor lighting and detail updates
- The capture point was moved to the bridge area.
- The bridge itself received many changes.
-- Some of the bridge's walls were sealed to work as cover from snipers.
-- The roof was opened above the point to allow for more vertical gaemplay.
-A new area has been added between the spawn rooms and mid to make matches less chaotic and retakes more possible.
-The sewer area was removed, along with it's respective spawn exit (Yes, there was a second spawn exit, it just wasn't properly signalized).
-The full ammo / health packs right next to the bridge were replaced by small packs, and the full packs were moved under the bridge.
-A new spawn room exit was made that leads to the connector rooms in the back side of the map.
-The capture zone was marked with stripes. Some people suggested this even though the capping zone was already signalized by a metal plate, but this doesn't take much effort so might as well do it
- The "Dark campy corner" right outside the spawns was walled off, because it was awful. The surrounding areas were also lit up.

Read the rest of this update entry...
 

Ovalos™

L1: Registered
Feb 17, 2020
6
0
-Started the detailing process, adding textures and props
-Adjusted lighting
-Improved clipping
-Made the capture zone bigger
-The angled roof outside the spawnrooms was inverted and now sticks outside, this works against spawncampers
-Made the colored lights in the "Vent" flank routes dimmer to aid team recognition
-Extended the platform from the scaffold inside the warehouse towards the window to allow scouts/demos/soldiers/pyros to easily jump to the window platform
-Removed the underwater area, now it's just a small pond

Read the rest of this update entry...