KotH Moldergrove rc3e

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L2: Junior Member
Oct 4, 2014
Moldergrove - Delve into the grim recesses of a decaying forest, honing both your KOTH and 3v3 skills alike!

A variant of this map without the 3v3 mechanic can be found here!

Ah, the pristine wilderness: the beloved home of countless fauna-dwelling creatures, the stalwart opponent of reckless human exploitation, the immortal muse of the great Transcendentalists; in sum, a hardy testament to the limitless natural beauty of our world...

...until now!

Because on this grim Halloween night, something most foul and unnatural has entrenched itself in the tortuous root systems of the Undergrove, draining it of its verdant energy and depriving it of all natural life. Delve into the grim recesses of the now-dessicated Moldergrove, battling your foes amidst the withering remains of formerly lush woodland-- but be careful! Capturing the point will open portals to the underworld, where three players from each team will fight to the death for a temporary team-wide kritz boost. You’ll need to combine your traditional team-based KOTH skills with lighting-fast 3v3 reflexes to succeed in the Moldergrove… so enter if you dare!



Dr. Spud- Landfall trees
EArkham- Sequoia trees
Frontline/Bulletcrops/Construction packs
Diva Dan- spooky signs
MaccyF- Mirrored rocks
Crowbar- Stripless metal textures
Void- Blue radar reskin
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L2: Junior Member
Oct 4, 2014

-2v2 is now a 3v3 to give battles some more depth and strategy, and to allow more players to participate at a time

-Reduced number of 3v3 portals spawning on each side from 3 to 2

-Increased length of 3v3 join phase from 20 to 30 seconds

-Added 3v3 info to the generic koth HUD intro text

-Fixed mini-battles giving kritz to both teams regardless of who won

-Players will now be temporarily locked in place and view in the seconds before the 3v3 begins to prevent cheesy strategies like insta-sniping

-Added 3-2-1 countdown text in the seconds before the 3v3 begins

-Fixed players spawning in the same cage when the 3v3 begins on rare occasions

-Fixed a bug in which players who joined the game after someone left the game wouldn't be detected by certain 2v2 (now 3v3) logic until the next game round began

-"Battle forfeited" outcome that occurs when not enough players join the 3v3 now reads "Battle cancelled"

-Fixed 3v3 battle player slot notification sometimes remaining on screen for a while after a 3v3 has been filled or forfeited

-Engineer buildings built in the underworld while waiting for 3v3 participants will now be destroyed when the battle begins

-Underworld soundscape should now begin faster upon entering the underworld

-Minor polishing

Coming soon: custom 3v3 UI!

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Doctorate in Deliciousness
Mar 31, 2012
This version of the map seems pretty good. Very good use of color and lighting. Here's some feedback:
-Came across multiple wooden frame bits like this that could use some clipping to smooth out movement
-Maybe make this the windowed door so players can see if anyone's standing outside of their spawn room
-These mansion towers look out of place in what is essentially a lumber camp.
-Probably should make this a gate of some kind instead of just a fence so it makes more sense how the train gets in and out
-There's a few of these areas that look accessible but aren't. Really confusing when standing on something like a dispenser that makes me about as high as the platform
-This pumpkin makes the map's layout asymmetrical since it can be used to jump up on the platform BUT can't do that on the other side
-This dang clocktower prop is very overused in Halloween maps. I'd suggest putting together something more unique to help the map stand out more. Honestly, I don't really think the map even needs a clock since I didn't really see it do much
-This pit could really use something to make it look more like a death pit. Either by it being deeper or maybe having spikes or something in it. It just really doesn't look like it would kill me if I jump down there


L2: Junior Member
Oct 4, 2014
rc3b-- The Hud Update! (The Hudpdate)
-Game text notifications that previously displayed how many players have joined the 3v3 have been replaced with a shiny new 3v3 HUD panel! In addition to showing which player slots have been filled, the new HUD will also update to display the status of each player as either dead or alive as the 3v3 progresses. Remaining game_text has been pared down to be clearer and to display only the most essential information while being as unobtrusive as possible (though more may be integrated into the HUD soon). The 3v3 icon from the HUD panel will also spawn at the center of each 3v3 entrance portal as further visual guidance.

-Players who die in the arena while the 3v3 is still gathering players will now reset their slot upon death, allowing another player from their team to replace them and ensuring that battles always begin with 3 players on each side.

-Reworked the portal system! Previously, portal entrances to the 3v3 were split between two teams, with players only being allowed to enter portals of their respective team color. Now that the status of each 3v3 team is conveyed through a HUD panel, however, this stipulation is no longer necessary; players can now join the 3v3 through any of the 5 portals that spawn throughout the map.

-And other miscellaneous polish!


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An Actual Deer
Sep 20, 2015
The HUD looks like it could still be cleaned up a bit but in terms of information conveyed its perfect!


Clinically Diagnosed with Small Mapper's Syndrome
May 21, 2009
this has immaculate atmosphere


L2: Junior Member
Oct 4, 2014

-Fixed portals not closing off as intended for a team once that team's 3v3 slots have been filled

-Fixed an issue that prevented kritz from being given out to the winning 3v3 team

-Fixed HUD occasionally displaying a death icon before the 3v3 battle has begun

-Winning the 3v3 will now cause the HUD to display the correct alive/dead status of each 3v3 player at the moment the battle is won, rather than showing that all 3v3 players have died

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Last edited:


L2: Junior Member
Oct 4, 2014

-Greatly simplified 3v3 logic; works exactly the same as before, but remaining fringe occurrences of spawning in the same cage as another player have been eliminated

-Fixed an oversight causing 3v3 winners to be killed rather than teleported back to the map as intended

-Minor visual fixes

To-do: Fix occasional cases of HUD showing one or two more 3v3 players to be dead than there actually are (only affects HUD, not the outcome of the 3v3)

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