KotH Netherlands b1 fix3

This is a King of the Hill map which is inspired by the Netherlands!

  1. Pixel Brush

    Pixel Brush L3: Member

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    Netherlands - This is a King of the Hill map which is inspired by the Netherlands!

    This is a King of the Hill map which is inspired by the Netherlands!

    The map is as of a1 mid18: -not yet inserted- kHu² big!

    Mini-Map as of a1 mid18



    Minimalistic Mini-Map as of a1 mid18


    This is a reupload of an accidentally deleted version of this Download page which can be found here:
    https://tf2maps.net/threads/netherlands-deleted.36594/#post-444584
     
  2. DaDema

    DaDema L-3: Not very succesful map maker

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    (You forgot the download icon)
     
  3. Pixel Brush

    Pixel Brush L3: Member

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    Thanks! Completely forgot to add that! Thanks for reminding me.
     
  4. Tupperwits

    Tupperwits L2: Junior Member

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    Pretty good layout but definitely needs health packs away from the point.
     
  5. Pixel Brush

    Pixel Brush L3: Member

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    Currently doing that. Thanks for telling me anyways :D
     
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  6. Pixel Brush

    Pixel Brush L3: Member

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    -Added some env_cubemaps
    -Made some of "The Wall" into fences
    -Switched two Ammopacks for Healthpacks

    And maybe some other stuff I forgot about...

    Mini-Map of the Map


    Minimalistic Mini-Map of the Map

    RED Side (with the new replaced fence)
    The Point (showing off the new env_cubemaps)

    BLU Spawn with the new fences

    BLU Fence by one of the Sidebuildings
    BLU Fence by one of the Sidebuildings

    RED Spawn with the new textures

    That's all have a nice day!

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  7. savvaisnotagirlolbbq

    savvaisnotagirlolbbq L2: Junior Member

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    >Netherlands
    >map and capture point isn't below sea level
     
  8. Pixel Brush

    Pixel Brush L3: Member

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    Heh. I get it. Don't worry. When this gets into Beta i'll add Dunes and a Beach (with an ocean of course)
     
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  9. Pixel Brush

    Pixel Brush L3: Member

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    I forgot that I wanted to increase the number for the version (in this case Alpha) after every test. This is literally the same version as the one before (a1 mid19) but I changed it to the proper naming style I wanted to use for this.

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  10. Pixel Brush

    Pixel Brush L3: Member

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    -Updated the name to a2 mid3 (because I forgot how I wanted to name them (i'll increase the Alpha Number after every test it gets))
    -Temorarily removed most of the env_cubemaps
    -Added WCTP-Indicators (Who capped the point Indicators)

    WCTPIs when no one capped (RED Side)

    WCTPIs when no one capped (BLU Side)


    WCTPIs when BLU capped (RED Side)


    WCTPIs when BLU capped (BLU Side)


    WCTPIs when RED capped (RED Side)


    WCTPIs when RED capped (BLU Side)


    I thought i'd be a neat little thing that make my map stand out!

    Happy Testing!

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  11. Pixel Brush

    Pixel Brush L3: Member

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    Welp. After a small hiatus of not wanting to upload the map (since it felt incomplete), I decided to just upload it and get it tested once again.

    This is a semi revamp of the map adressing most of the issues people sent me. I went as far as starting a new map file and importing assets and buildings from the previous version to make it easier.

    But here we are. Enjoy this new and improved version.

    THIS INCLUDES:

    -Made some sightlines less bad by adding some more obstacles and walls
    -Adjusted the distance to the point a bit
    -Added a Plattform to the Full Ammopack House for higher ground
    -Made the big Ammopack near the point a medium one and moved it up to the new Platform

    -Excluded HDR (it takes longer to compile and is just a pain in the arse to deal with but it'll be re-added in a future version (probably closer to beta))
    -Moved the Cover by the Point closer to the actual capping area
    -Removed all the orange and replaced it with white dev textures
    -Added a small texture that shows the point of the Point Indicator (This Texture will be redone in the future to fit TF2's Artstyle better)
    -Added a slight incline to make the map a bit less flat (these will probably be replaced with displacements someday)

    -Made the layout a bit less similar to Lakeside/Viaduct/Existing Koth maps

    Have some images:

    Top-Down View of a3 mid7


    The Point - BLU Side


    The Point - RED Side


    The Point, higher angle - BLU Side


    The Point, higher angle - RED Side


    The Point - Both Sides

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  12. Pixel Brush

    Pixel Brush L3: Member

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    A small patch that raises the walls coming out from spawn because Snipers can directly scope onto the Enemy's Spawn from the higher health Plattform.

    a3 mid8 (Old)


    a3 mid9 (New)


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  13. Pixel Brush

    Pixel Brush L3: Member

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  14. Pixel Brush

    Pixel Brush L3: Member

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    Welp here we are.

    After another test we are getting fewer and fewer problems. Which is good? I think.

    What has been changed?
    Well...

    • Re-added the hazard tape (i accidentally removed it sorry)
    • Fixed the issue that the spawn doors wouldn't open after the round ended
    • Roofed the health building by the point up and slightly raised the walls to accompany this change
    • Increased the width of some other building… I should probably name 'em…
    • Decreased the height of multiple things (including the point plattform)
    • Added some health into the stair building
    • Added some lights into the now roofed building
    • Added some fences on the now roofed building's balcony to stop Engies from placing hard to counter sentries

    Have some images!


    Mini-Map Version


    RED Side - High Angle


    BLU Side - High Angle


    Both Sides - Top View


    BLU Side - Low Angle


    RED Side - Low Angle



    That should be all for now.

    Happy Testing!


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  15. Pixel Brush

    Pixel Brush L3: Member

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    This could be one of the, if not the last Alpha Update.

    What has been changed?
    Here ya go!
    • Replaced the small healthpacks with medium ones in the stairhouse and the middle house
    • Covered up the Training Player Model more to stop confusion
    • Fixed the sightline Sniper gets in the Stair Building if he crouches
    • Made the space behind spawn smaller
    • Made the Slope Leading to the Middle Building Balcony not flat at the bottom
    • Removed the "Who got it" thingy
    • Fixed another small but overpowered sightline that I found while playtesting on my own
    • Added some minor detailing
    • Started with Optimization
    Mini-Map Version:


    Happy Testing!

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  16. Pixel Brush

    Pixel Brush L3: Member

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    Since this is more a slight patch with some improvements, i'll just put this here:
    • Tinkered with some more optimization (NODRAW everywhere!)
    • Added some more lights in one of the Side Buidlings and the Stair Buildings
    • Added a small poster
    • Removed the shadows on the doors
    • Removed the Spots that were on the slopes of BLU Spawn
    • Made one of the Slopes into Stairs
    • Gave credit to the future 3D Modeler Kyle/Bluejay by adding a room into the BLU Tower to credit him
    Things I couldn't do for this Version:
    • Add more backroutes for Spies
    • Close of the flank route of the middle building
    Now get the images in here!

    The Part where the small poster hangs


    The Poster up close


    A top shot of the Control Point


    The RED Stair House

    The BLU Stair House

    Bluejay/Kyle's Room in all it's glory

    (here is the poster in full quality)


    HAPPY TESTING!

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  17. Pixel Brush

    Pixel Brush L3: Member

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  18. Pixel Brush

    Pixel Brush L3: Member

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    Another update!
    A more or less major one!

    The changes include:
    • Changed a part of the wall in the stair Buildings
    • Switched the floor and wall textures (i.e. big dev textures and small ones)
    • Made the floor texture in most buildings the dark grey one
    • Added 2 small healthpack by the point
    • Moved the Healthpack and Ammopack in the middle building closer together
    • Replaced the medium Ammopacks outside the control point building with the balcony with small ones
    • Made the patch of the Medium Healthpack on the Balcony reappear
    • Added another Resupply Cabinet to spawn
    • Increased the size of the Control Point Plattform
    • Added another slope leading up the control point
    Have more images!

    Point - Both Sides



    BLU Side - Lower


    RED Side - Lower


    RED Side - Higher


    BLU Side - Higher

    Happy Testing!
     
    Last edited: Aug 13, 2018
  19. Pixel Brush

    Pixel Brush L3: Member

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  20. Vhonny Barjo

    Vhonny Barjo L1: Registered

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    Nice feel of the map.
    Some details I felt: the space around spawn is too large and unecessary. Maybe reducing it to focus on central point would be good. There are also some large spaces left at the south of the map around the lowest building. Either put ammo/med or something interesting in it (slopes, hidden or plain, little building..). The colored central building can be hidings for teleporter, it would be nice to have some spot with several floors in it.
     
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