Step

KotH Step A5B

LiquidX

L1: Registered
Jun 6, 2017
20
2
Step - Another simple yet effective King of the Hill map!

After a long hiatus, I have returned to the world of TF2 mapping!

Step is (yet another) simple yet effective King of the Hill map. I couldn't really come up with a good name, so I stuck with Step for the time being. I didn't really have a theme going on for this one, I just started making a control point and let my brain go from there. While on paper that sounds like a terrible idea (which I have to admit, that can be a terrible idea), I think this map turned out really well. I even hosted this map on my own server and had a couple of people playtest it, and they enjoyed it. Now obviously, just a couple of people isn't a good gauge as to whether a map is good or not. That's why I have come back before you all today.

I have ensured with 100% certainty that this map is not over-scaled.

Below, you'll find some screenshots of what the map looks like, starting with an overview image:
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I hope you all enjoy!
 

LiquidX

L1: Registered
Jun 6, 2017
20
2
Alpha 2 adds in new geometry and makes little changes to try and make the map a much more enjoyable experience.

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Here's the changelog, along with some images:

- Added new ramps next to the shipping crates
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- Added a new platform both ends of the point, blocking off a major sightline
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- Removed the old wall in front of both spawns, replaced it with a small interior section just before the entryways
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- Made the pillar underneath the point smaller, making the area a little less cramped
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- Added clipping to the stairs around the point and blocked them off so that they cannot be shot through
- Added clipping to the interior stairs
- Added clipping above the bridges so that you can no longer stand on top of them
- Changed the full health pack in the middle building to a medium one
- Added a new medium health pack
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Read the rest of this update entry...
 

LiquidX

L1: Registered
Jun 6, 2017
20
2
This update is big! Here's the changelog:

- Added a "lobby" section of the map, adding the traditional flow of Spawn-Lobby-Mid/Point
- Overhauled the areas outside of the spawns
- Added doors inside the middle building
- Added team exclusive doors by the sniper perches, leading to/from high ground in the lobby
- Added 3 spectator cameras, one Red, one Blu, one neutral
- Moved the shipping crates by the point and changed the outer ramps
- Added more health and ammo packs
- Added additional props
- Added walls near the middle of the point
- Adjusted lighting and clipping to accommodate the above changes

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I'm not expecting the lobby area to be perfect just yet, but thankfully that's what testing is for.

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LiquidX

L1: Registered
Jun 6, 2017
20
2
Here's the changelog, along with some pics:

- Added a new side route to the middle building in the lobbies
- Moved the shutter doors in the middle building back
- Added walls to the inner platforms on the point
- Removed the back walls on the bridges
- Raised the ceilings on the bridges
- Moved the spawns forward a little bit
- Added staircases in the lobbies
- Widened the stairwells leading to the sniper perches
- Added additional props
- Adjusted lighting and clipping to accommodate above changes

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LiquidX

L1: Registered
Jun 6, 2017
20
2
I honestly only came back to this because I was bored. Some of the changes include:

- The back walls of the bridges have been re-added.
- The invisible walls above the bridges (and above the walls between them and the sniper perch) have been removed.
- A giant spike has been put on top of the control point, with a cylinder-shaped clip to prevent players from standing on top of it.
- Overall brushwork improvements.

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LiquidX

L1: Registered
Jun 6, 2017
20
2
Made some changes from feedback given during the previous version's playtesting. Here are the changes from the previous version:

- Re-added the invisible walls above the bridges and the walls next to them.
- Added patches underneath all item pickups.
- Adjusted the side ramps next to the point so its one ramp rather than two small ones.
- Carved a hole in the center of the pillar room leading towards the outer wall.
- Overall brushwork adjustment.

Read the rest of this update entry...