KOTH_Spaaaace

A Map for Team Fortress 2

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4th Place (Tie) Kepler-22b

“ Precise brushwork and symmetry make this Halo inspired TF2 map a joy to play. A good consistent theme throughout. Great work UNREA1! ”

Space core approved!

Entry for the [The Kepler-22b Mapping Contest](http://www.gamebanana.com/news/20123 "The Kepler-22b Mapping Contest")
**KOTH SPAAAACE** CREATED BY UNREAL
Story line
On December 5, 2011 Astronomers discovered Kepler-22b, the first planet known to orbit a single star Within ITS habitable zone. In 2061, after 50 years studying and preparing to colonize the planet, the conglomerate of Earth Space Agencies was ready to launch the "Keystone IV," the largest, most expensive and most complex machine ever conceived - to travel to and colonize Kepler-22b.
Keystone IV spacecraft was designed for this mission. Two teams, supposedly competent, were selected to co-operate, equip and operate the spacecraft to its destination. Aboard the Keystone IV, the two specialized teams were preparing to colonize the planet. But as time passes and anxiety increases, the struggle for leadership seems to become almost inevitable. The two teams face a terrifying battle inside the ship, to determine who would control the operation from that point.
About the contest
I said I would enter this contest in the beginning, even tho I did not have a clue what to do in that moment, but I decided I Should atleast have my name in there just in case. And thank god it was so. Just a week ago I was doing nothing, when I get a few abstract ideas going on my mind. I started recreating them in Hammer just for the lulz and practicing, and came up with a part of the structure of what would be this project. The rest just happened very quickly and fluently, I was creating as I decided at that moment, without any complications. From that moment I tried to create an attractive environment, semi-realistic and comfortable for whoever "habits" the ship during the journey. Later, I tested the map to see how he behaved in terms of gameplay. And it was not perfect and so I had to give up some of the initial idea for the sake of gameplay. And so it was.
About the map - visuals and gameplay.
Initially I mostly cared about making a pretty map, very abstract design, which resulted in a very good "mess" (in a good way I mean), almost every bit of map is composed by irregular brushes or triangles, I thought it would be hard to optimize after but it was actually pretty easy job. The lighting is composed by a set of slight color variations from red to purple and blue, later added green fresh areas which came to my mind because, well, we are humans and we are linked to nature, and nature is important for us. Imagine standing on a ship for years and years without seeing a single tree or plant? And what would you breath for the rest of the years when air gets the fuck out of the ship? :d So I added those little bits to create a more colorfull environment as well. Besides those visual aspects, I tried to incorporate things that would be sort of "inovative" or make them in a way diferent from any others. In one of the screenshots you can see the control point, and this was kind of an experimentation, well, on the ceiling of that area there's a rounded mirror, that reflects in real time whats going on the point and actually shows the players. This little detail has actually added an important factor to the map I found interesting, because when you get up to the Control Point you can see the other team on the oposite side without direct "eye contact". Its kind of a nice touch if you can take advantage of it I think, and it worked pretty well IMO. :P Because the theme is related to space, and "cientific" feeling I tried to keep myself away from dirt decals and textures, I decided I wanted the map to be shinny as crystal and with uber-reflective surfaces. The layout was kept simple, with two large arenas and linking areas. The game mechanics are pretty basic like in any KOTH map, just this one takes 4 minutes of controling the point, and initially it takes 10 seconds to gain acess to the actual control point area, and only 10 seconds after that the control point will be enabled. This serves the purpose of having a bit of fight before you should actually care about the Control Point itself and also works for balancing the time it takes for each class to get there. I created small screen annotations for the effect.
Map features
The map includes loading image & video intro (VALVe like) created by Se7en (huge thanks to him, he has been one of the most supporting people for this project)
SHIBBY2142! OMG
Intro video created by Se7en. <3
And another video created by Paul :D <3
I guess that's it about the map, I hope you like it as much as I enjoyed making it.

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  • Amazon211 avatar
    Amazon211 Joined 6y ago
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    6y
    The idea of the two teams facing in a giant spaceship just out of orbit from a planet is just beyond awesome! I can't wait to download this map.
    Bananite
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  • Bolora avatar
    Bolora Joined 11y ago
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    7y
    The point looks really wide open but I think we'll try it on our server this week. We'll see.
    Bananite
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  • captain0terror avatar
    captain0terror Joined 8y ago
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    2,701 points Ranked 19881st
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    • Secret Society Mapping Contest Entrant Medal icon
    7y
    Looks amazing from screens sir, can't wait to play it.
    Bananite
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  • UNREA1 avatar
    UNREA1 username pic Joined 11y ago
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    • 1st Place - Beneath the Dust Mapping Contest Medal icon
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    7y
    > **Posted by EXpMiNi** > I don't really like a pink textures, but it's a very very clean work. I wanted more specular on metal and glass but it's good job ;D. > > Ps : **Why we can't see on the other side of window ?** It began to be for optimization purposes but I figured out it wouldn't work, then I found it would be better to not let see from the outside to inside as a gameplay factor. But that's my opinion. :p Thanks!
    QWERTYUIOPASDFGHJKLZXCVBNM avatar
    Mantra
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  • EXpMiNi avatar
    EXpMiNi username pic Joined 12y ago
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    7y
    I don't really like a pink textures, but it's a very very clean work. I wanted more specular on metal and glass but it's good job ;D. Ps : Why we can't see on the other side of window ?
    Bananite
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  • capnhairball avatar
    capnhairball Joined 8y ago
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    7y
    **Pros:** - The layout is simple, symmetrical, and smooth, exactly the way a KOTH map should be. - I love the scrolling text above the CP. - It's pretty damn awesome to look up and see Kepler right above you, plus the planet has that TF2 kind of style. - Like I said while you were posting your WiPs, your vivarium rooms bring a nice contrast from the spacecraft's metal design. **Improvements:** - Really nothing major that I can think of. The map feels very polished. **Notes:** - You've got a really strong entry in this contest. Good luck!
    Rampant Swede avatar
    Mantra
    Rampant Swede
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  • UNREA1 avatar
    UNREA1 username pic Joined 11y ago
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    • 1st Place - Beneath the Dust Mapping Contest Medal icon
    • Reached 100 subscribers Medal icon
    • 10 years a member Medal icon
    7y
    > **Posted by audiOtrash** > i bet if we see the vmf we would rate the map differently :D Its ok, you can check it out, I kept it organized and clean. Clickeh
    QWERTYUIOPASDFGHJKLZXCVBNM avatar
    Mantra
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  • audiOtrash avatar
    audiOtrash username pic Joined 10y ago
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    7y
    i bet if we see the vmf we would rate the map differently :D
    criminal minimal avatar
    Mantra
    criminal minimal
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  • UNREA1 avatar
    UNREA1 username pic Joined 11y ago
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    52,906 points Ranked 75th
    40 medals 6 legendary 8 rare
    • 1st Place - Junkyard Mapping Contest Medal icon
    • 1st Place - Winter Wonderland Mapping Contest Medal icon
    • 1st Place - Winter Props/Prefabs Contest Medal icon
    • 1st Place - Beneath the Dust Mapping Contest Medal icon
    • Reached 100 subscribers Medal icon
    • 10 years a member Medal icon
    7y
    @All Thanks everyone! @Paul Added video to the description, thanks for the constructive feedback!
    QWERTYUIOPASDFGHJKLZXCVBNM avatar
    Mantra
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  • Paulmega avatar
    Paulmega username pic Joined 9y ago
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    7y
    This map is very good, in my opinion. I'll first give you my positive points, _my pros and then my cons._ Let's start off. (If you haven't, watch the video, I will refer a little to it!) _Pros! :)_ ================== First off, your layout. ======================= The layout is simple and easy to remember. Any new player will know how your map works after they have run around it twice. Great work on that, it greatly improves the gameplay. Props! ================== The map isn't full of props, which is a good thing, in my eyes. You have a lonely bench here or there and trees behind glass. The props aren't in the way of the players so that stimulates good gameplay. Nature? ================== The random nature here and there is also very well done because it breaks up the boringness of your map and gives the players something to 'look at', instead of the same ol' dull wall. Lighting ================== The lighting is very well done. I like how the spawn lights are the lights of the teams, instead of the spaceship's blue-ish. Doors! ================== **The doors!** I love how you've done the doors. They're different from the TF2 doors, even though it's basically the same idea, but it fits much more in your spaceship theme. Good job. _Now, for the other points:_ _Cons! :c_ ================== CP ================== The CP. I think the capping zone for your point is too big. We haven't tested it yet on a multiplayer server, but even on playtesting it, I felt like it was too big. I'd advice you to make it about 2/3rd of what it is now. Maybe experiment a little. Room ================== Also, the room at 0:41 in my video (see top of post). That room is still a bit too dull in my opinion. To make it less boring, you could place windows in the sides with plants behind them. Maybe shine some very dim green light in from there. It'll make the room more interesting. And instead of one camera, maybe hang 2, one on both sides. That'll break up the boring wall to. You could even place a (small) window above the door. Conclusion ================== So what I mean to say here is: Your map is awesome, it looks good, it's simple and easy to remember. There aren't many details but it's still a fun map to see. If you'd make the capture zone a bit smaller and fix the dull-looking room, your map would be perfect, in my eyes. We'll run a multiplayer test soon, maybe tomorrow!
    Mapper. And ting.
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Credits

Key Authors
UNREAL
Mapping
Contributors
Se7en
Video making & supporting
defragen1
Helping
Mighty Pete
Skybox texture
Special Thanks
Rybur
Ideas & supporting
Every friend of mine who helped me
Suggestions & ideas

Submitter

UNREA1 avatar
UNREA1 username pic Joined 11y ago
Offline
52,906 points Ranked 75th
40 medals 6 legendary 8 rare
  • 1st Place - Junkyard Mapping Contest Medal icon
  • 1st Place - Winter Wonderland Mapping Contest Medal icon
  • 1st Place - Winter Props/Prefabs Contest Medal icon
  • 1st Place - Beneath the Dust Mapping Contest Medal icon
  • Reached 100 subscribers Medal icon
  • 10 years a member Medal icon
UNREA1 avatar
UNREA1

Creator
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Game

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Category

License

Contest

Details

Version
Unknown

Attributes

Players
32
Development State
Beta

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