Koth_Upfirm is my first map for Team Fortress 2 (my first map ever to be precise).
It is a partial victim of the learning process as you will surely notice.
So, although I have been through detailing (to learn) , the map still needs heavy layout's playtesting.
I am quite concerned about the layout because koth_upfirm is a symmetrical map created on the basis of a voluntary violation of one classical principle of level design: the respawn areas of the two teams are not located at the opposite sides of the map but they are close to each other, albeit they are not directly connected.
By attaching the spawn rooms my idea was to avoid the usual koth division and incentive players of the opposing team to "invade" the opponent's territory.
Will it work? Well, I have no idea..what I am unsure about is the incentive players will have to actually roam around and to surround the opponent instead of rushing straight to the point.
By the way, the map is built around a sort of a symmetric spyral, with the two respawn rooms laying exactly on the center of the map that constitutes also its axis of symmetry.
The map develops vertically, with the capture point located one level above the respawn areas.
Holding the structures that span horizontally will be the real key leading to victory: close to the central structure inside which the CP lays are located two more towers to host sentries, snipers and demomen. The opposite team can reach the enemy lines towards underground tunnels or via accurate enough rocket/sticky jumping.
Feedback, comments and suggestions are more than welcome.
It is a partial victim of the learning process as you will surely notice.
So, although I have been through detailing (to learn) , the map still needs heavy layout's playtesting.
I am quite concerned about the layout because koth_upfirm is a symmetrical map created on the basis of a voluntary violation of one classical principle of level design: the respawn areas of the two teams are not located at the opposite sides of the map but they are close to each other, albeit they are not directly connected.
By attaching the spawn rooms my idea was to avoid the usual koth division and incentive players of the opposing team to "invade" the opponent's territory.
Will it work? Well, I have no idea..what I am unsure about is the incentive players will have to actually roam around and to surround the opponent instead of rushing straight to the point.
By the way, the map is built around a sort of a symmetric spyral, with the two respawn rooms laying exactly on the center of the map that constitutes also its axis of symmetry.
The map develops vertically, with the capture point located one level above the respawn areas.
Holding the structures that span horizontally will be the real key leading to victory: close to the central structure inside which the CP lays are located two more towers to host sentries, snipers and demomen. The opposite team can reach the enemy lines towards underground tunnels or via accurate enough rocket/sticky jumping.
Feedback, comments and suggestions are more than welcome.
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