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KotH Plenty A4b

NateTheNatyMapMaker

L1: Registered
Feb 6, 2021
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Plenty - KOTH; My first published map

So, I like TF2. And I like this one kinda old real-time strategy game called Age of Mythology. So I said, why not mix the two?

Thus I present my attempt: Plenty

BLU's buildings are modeled after the Atlantean buildings, while RED's are modeled after the Greek ones
View attachment 144478View attachment 144479
Both teams spawn in their "Town Center" -- each with several Houses surrounding it -- and on each side of the map there are a few Walls, platforms, a Watch Tower, and a few other buildings such as Barracks and Armories

Then at the center of the map is the Plenty Vault, with an upper and a lower level; the latter in which is the control point
latest
 

NateTheNatyMapMaker

L1: Registered
Feb 6, 2021
19
6
So, I made notable changes to the map, some from feedback
  • Changed the ground into displacements and elevated the ground beneath the Plenty Vault (the control point building) into a small hill; no more flat box
  • The structures that were just unenterable func_details are now actual enterable buildings (Along with a couple more) to walk and fight in
  • Removed the sniper towers and added some fences in the upper floor of the Vault to prevent players down below getting sniped
  • The staircases to the Vault's upper floor are now part of full-fledged platforms w/ cover
  • Split each team's spawnroom into two
  • More health and ammo packs
  • Control point capture trigger brush is now bigger
  • Etc.
Hope it's better-

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NateTheNatyMapMaker

L1: Registered
Feb 6, 2021
19
6
NateTheNatyMapMaker updated Plenty with a new update entry:

The Return! (of the King (of the Hill))

Hey! Been a while

After a good while of having taken a break from working on this map, I was inspired from watching an AoM retrospective video (here it is btw), and decided to wipe (most of) the slate clean and start over

Now featuring:
  • The RED and BLU bases are slightly off to the side, so as to circumvent (or at least alleviate) box syndrome
  • Elevation not only in the control point building, but also in the teams' bases...

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NateTheNatyMapMaker

L1: Registered
Feb 6, 2021
19
6
NateTheNatyMapMaker updated Plenty with a new update entry:

A4 - Slate Wiped Clean Again

Alrighty, once again the map left a lot to be desired... So again I started over! (Was fun)

Now featuring:
  • Complete layout overhaul; now split into areas, meaning map is less open and is (I hope) rid of box syndrome!
  • Gradual elevation from each team's base to the control point (including staircases)
  • Size of trigger_capture_area increased (as well as added hazard tape on the floor to make it easier to tell)
  • The inside of the Plenty Vault's 2nd floor is now...

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YOYOYO

50 crashes and counting!
aa
Jul 10, 2017
644
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For the point itself, I would suggest using either a playerclip (or even a block bullets for smoother rocket radius) to smooth out the stairs, because it can be pretty jarring/awkward to be bumped up and down while in the middle of battle, or even caught mid jump. I didn't draw it, but place some at the edge of where it goes down for the point floor itself. This would be a very nice quality of life change:;;;;;
1705224055795.png
 

NateTheNatyMapMaker

L1: Registered
Feb 6, 2021
19
6
For the point itself, I would suggest using either a playerclip (or even a block bullets for smoother rocket radius) to smooth out the stairs, because it can be pretty jarring/awkward to be bumped up and down while in the middle of battle, or even caught mid jump. I didn't draw it, but place some at the edge of where it goes down for the point floor itself. This would be a very nice quality of life change:;;;;;

Hmm. See, thing is, I did add blockbullets brushes. But if the movement is still bumpy it must be due to them being too small
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The brushes did span the whole staircase before, but since there was so much space between each step it felt odd

I know how to fix this tho