Overflow

KotH Overflow Beta 5

SSX

aa
Feb 2, 2014
392
411
Overflow - Who gives a damn about a dam? Damn dam...

b2:
-Optimized
--Areportalwindows on main warehouse windows
--Areaportal now covers road
--Skip/Hint Brushes are now more effectively placed.
-Detailing
--Detailed Spawn Room
--Fixed some texture issues
--Removed some place holder props for a cement truck (Blue) and Dump Truck (Red)
--Recolored some brushes to fit team side or to just fit the level better
--Mirrored some missing props
-Sightlines
--Completely removed the straight line across the...
 

SSX

aa
Feb 2, 2014
392
411
b2:
-Optimized
--Areportalwindows on main warehouse windows
--Areaportal now covers road
--Skip/Hint Brushes are now more effectively placed.
-Detailing
--Detailed Spawn Room
--Fixed some texture issues
--Removed some place holder props for a cement truck (Blue) and Dump Truck (Red)
--Recolored some brushes to fit team side or to just fit the level better
--Mirrored some missing props
-Sightlines
--Completely removed the straight line across the...

Read the rest of this update entry...
 

SnickerPuffs

(*single chuckle*)
aa
Apr 10, 2014
1,325
1,866
This is a fantastic map. I hope it goes official one day.
 

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
I think what YM meant in his other post is that the point and the area around it are really flat; Snipers have angles on the point from just barely coming out of each exit to the base.

He also mentioned the point lacking height. Why not add one of those lifted floor/road sections like the ones on either base in the last phases of Hydro? (couldn't find a reference picture, just look for yourself.)
ah11klI.jpg

You can put your doomsday device there, too.

Moving through this area, I keep going through this door (marked exit, even) even though it leads me back to spawn. Angle this door 45-90 degrees so that it's facing away from me.
5Lsytbx.jpg


Lastly, you seem to have forgotten to build cubemaps and pack custom content, unless it's just some issue on my end.
 
Last edited:

SSX

aa
Feb 2, 2014
392
411
This is a fantastic map. I hope it goes official one day.

I'd say thanks, but the map really isn't something I'd want added to the game. I'd rather not have a koth map be my entry into TF2...
 

SSX

aa
Feb 2, 2014
392
411
y0XwqtJfwl098n2sKNgAhrXFkKXKmJXqwvFVPIxX2E4


Fear my missiles!
 

radarhead

Basically? Kind of a Huge Mess
aa
Mar 6, 2013
1,044
627
Just a little picky thing... but if that road section were to close, would it lie flush with the ground? It looks a bit long.

More positively, I really like the dynamic this creates, especially as it also creates a path to those windows. I can't wait to see how it plays.
 
Last edited:

Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
1,025
On another note, how would the missiles fit underneath the platform?
 

SSX

aa
Feb 2, 2014
392
411
On another note, how would the missiles fit underneath the platform?

It'd work like a track system in which the missles are loaded through some drop doors. :p
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
I meant like this:
overflow-01.JPG

Turn that upper window into a door, raise up that building at the back, have a ramp up to the new highground and a tunnel below

overflow-02.JPG

The cave interior is more open than the ground was before, but then, it's still enclosed. Lower that door at the back ~64 units

overflow-03.JPG

If you give the edge this kind of profile you can stand on the very edge and shoot down, yes, but it's generally very tricky for players on the high ground to shoot at those on the low ground and vice versa.

I don't recommend leaving the highground as barren as I have, think badwater's opening area.
 

SSX

aa
Feb 2, 2014
392
411
Detailing:
-Placed some shrubbery around the top water areas.
-Getting ready to detail the cliff area.
-Considering on redoing the security booths in the level.
Sightlines:
-Cut down some major sightlines used by snipers being able to normally jump onto vehicles.
Gameplay:
-Added a ramp to the back area of the point. This will block snipers, and engineers that build in those windows.
-Brought the ground level up near the garage exits.

Read the rest of this update entry...
 

SSX

aa
Feb 2, 2014
392
411
Gameplay:
  • Added new skill-jump areas on the corners of the point as barrels.
  • Replaced the middle booths with a single building. Medium health has been split between both sides. (May change to small kits)
  • Cliff area is now much smaller.
  • Blocked Bullet'd all the stairs.
Clipping:
  • Tons more clipping done on areas that should've been unreachable.
Detailing:
  • New 3D skybox (Not finished).
  • Detailed Generator Building Interior
  • Minor detailing on the exterior of the generator building.

Read the rest of this update entry...