- Jun 27, 2012
- 11
- 7
Hi, I've been working on this map for at least a month now, and I've finally plucked the courage to upload it for the good people of TF2 maps to see. I've learned a lot about using hammer from this site so I hope that on the closing day I've made a pretty professional looking map worthy of this site. Probably won't win, but that isn't what I think is important.
For now at least, its not really that, as really only the layout of the map could be called finished. So I present to you King of the Hill Stiltshot: it is a small map with a tall and frail wooden structure in the centre of a chasm. The structure was meant as a building in progress that also serves to bridge the chasm, but a few too many drinks means its somewhat abandoned. Teams RED and BLU fight for control of it for its use of a vantage point.
As a chasm obviously there are a fair number of places to fall off and die, so getting to the control point can be difficult. The structure's barriers make sniping more difficult (but not impossible) direct combat is usually more effective.
One feature I think that was somewhat clever of me was an attempt at lessening the impact of spawnkilling with a team door pictured below:
There are three paths out of spawn (the third is directly outside) with one behind the grate (leading to upper levels) and the last leading to lower levels. The team owning the door can pass freely of course, but a demo or any other class hoping to spawnkill will only be able to access one of the two doors, granting a little more freedom to the team being assaulted so. This is better seen in the map itself, and I hope it proves to be a strong feature in this map.
I hope you at least enjoy my latest work as I paddle about and feedback is welcome.
For now at least, its not really that, as really only the layout of the map could be called finished. So I present to you King of the Hill Stiltshot: it is a small map with a tall and frail wooden structure in the centre of a chasm. The structure was meant as a building in progress that also serves to bridge the chasm, but a few too many drinks means its somewhat abandoned. Teams RED and BLU fight for control of it for its use of a vantage point.
As a chasm obviously there are a fair number of places to fall off and die, so getting to the control point can be difficult. The structure's barriers make sniping more difficult (but not impossible) direct combat is usually more effective.
One feature I think that was somewhat clever of me was an attempt at lessening the impact of spawnkilling with a team door pictured below:

There are three paths out of spawn (the third is directly outside) with one behind the grate (leading to upper levels) and the last leading to lower levels. The team owning the door can pass freely of course, but a demo or any other class hoping to spawnkill will only be able to access one of the two doors, granting a little more freedom to the team being assaulted so. This is better seen in the map itself, and I hope it proves to be a strong feature in this map.
I hope you at least enjoy my latest work as I paddle about and feedback is welcome.
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