Undergrove

KotH Undergrove rc1

  • Site Migration: See bugs? Report them here. Want something changed or have an idea? Suggest it here.

Sweepertank

L2: Junior Member
Oct 4, 2014
51
155
Steam workshop link

At the heart of a lush, mysterious forest, blanketed in a soft layer of afternoon shade by a canopy of sturdy oaks, lies an inconspicuous supply station- the site of the latest clash between RED and BLU. Prepare to exact bloodthirsty revenge on your enemies whilst admiring the towering formidability of an old-growth forest- all in a fast-paced KOTH map!

Credits:

Sweepertank- design, layout, detailing
Dr. Spud- Landfall trees, theming inspiration
Nineaxis- Landfall posters
EArkham- Sequoia trees
Freyja- Theming inspiration
Frontline/Bulletcrops/Construction packs
Berry- Grass blend
MaccyF- Mirrored rocks
Crowbar- Stripless metal textures
Void- Blue radar reskin
TheDarkerSideofYourShadow- Skybox pine trees
 
Last edited:

Sweepertank

L2: Junior Member
Oct 4, 2014
51
155
a2

-Reworked tunnel flanks:

-Previously, underground areas next to the point were found to be too interconnected and needlessly complex. These have been removed.

-To compensate for this, the elevated tunnel passage has been expanded and now connects to the "ravine" area under the point
-Shack that previously connected to the tunnel flanks has been removed and replaced with a larger building that functions as a side route to the point, as well as a battlements rooftop

-Lighthouse has been replaced with an easier to navigate building

-"Ravine" area is now less deep, hopefully to make attacking mid from the ramps more viable

-Removed pine trees around the point

-Expanded courtyard leading up to mid slightly

-Added ammo under mid, adjusted other pickups

Read the rest of this update entry...
 
Last edited:

Sweepertank

L2: Junior Member
Oct 4, 2014
51
155
a3

-Refined tunnel area connecting upper plateaus with mid

-Changed geometry of the white building to block sightlines

-Reduced unnecessary space in rightmost (from Red's perspective) passage at spawn

-Added a nice shack to the upper plateaus. (You can hide in this shack, if you want to! You don't have to though.)

-The shack is really nice! Please hide in the shack.

Read the rest of this update entry...
 

Sweepertank

L2: Junior Member
Oct 4, 2014
51
155
a4

-Added windows to sightline blockers before the bridge

-Moved health and ammo packs from the fence to directly in front of middle buildings

-Changed geometry of the rooftop battlements to make it more obvious that the adjacent roof cannot be accessed

-Added lights to the tunnel route

-Fixed players being able to stand on some fences

Read the rest of this update entry...
 

Sweepertank

L2: Junior Member
Oct 4, 2014
51
155
a5

-Scaled down length of the mid platform and reduced depth of the surrounding "ravine" area

-Edited the rooftop vantage points, and added a new platform with a barrier to force engineers to expose sentries more

-Narrowed route under the bridge

-Added ramps to up to the bridge in the area between the bridge and white building, and modified preexisting ramps

-Remade much of the white building to make it more freeing to navigate, less isolated from outside combat, and more usable for snipers

-Added cover in middle route from spawn to block a sightline, and created slight height advantage for players leaving spawn

-Clipping fixes

-Updated screenshots

Read the rest of this update entry...
 

Sweepertank

L2: Junior Member
Oct 4, 2014
51
155
Hey, it’s been a while! This version has been mostly ready for a few months, but I haven’t had the time to get it finalized and released until now. There’s still some stuff to be ironed out, particularly in terms of clipping and optimization, so stay tuned for future updates!

b1

-Full artpass

-Too many layout/scaling changes to list

Read the rest of this update entry...
 

YOYOYO

15 crashes and counting
aa
Jul 10, 2017
552
433
This map is Gorgeous! you really did a good job :}
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,842
1,182
20181215011108_1.jpg
remove collision from these rails, maybe put in the train ties prop instead of just an overlay since it's in the play area

20181215011132_1.jpg
These trees don't look all that good close up like how you are using them in this map. They aren't made to be viewed from so close, maybe try finding a prop to replace it for areas close by

20181215011205_1.jpg
Thin out these boards so they aren't super chunky nor clipping through each other

20181215011214_1.jpg
rotation messed up for this prop

20181215011315_1.jpg
the rock clips through this prop and is rather noticeable

20181215011431_1.jpg
These side textures are rather stretched out and messy. See what you can do to clean them up.

20181215011539_1.jpg
the handtruck clips through the crate

Overall a nice map, keep it up.