Koth_Blockfront

A Map for Team Fortress 2

Updates

MapParentSubmitterStats
  • BugFix Fixed some more texture issues.
  • Tweak Moved/added some health and ammo placements.

Additional Notes
Beta 1 Bug Fixes 6mo
Stats
  • BugFix Fixed some Texture Issues
  • BugFix Fix Exploit where engineers can tele tap players in a room
  • BugFix Fixed some Clipping issues
  • Adjustment No longer can build on Control Point Roof
  • BugFix Fix Red Resupplies Cabinet not Apearing
Quick Fix 7mo
Stats

A Simple Koth Map

My First Map of Some Sort

This map is a rotational symmetric koth map with 2 spawn rooms.

The Control Point is raised with 3 main routes to the point.

        

Files

Alternate File Sources

Todos

Finish Detailing Change Lighting to Suit the map Revise Spawn Routes

Posts

  • jack5gamebanana avatar
    jack5gamebanana username pic Joined 4y ago
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    6mo
    Glad to see this map has come a long way since my first comment 2 months ago, and I'm also very happy to see that this map is very well balanced for all of the classes, at least during my short playthrough with bots.

    There are a few bugs/flaws I do need to mention, which I hope will be resolved quickly:

    • There are no info_observer_point entities, so the camera instead spawns at the origin of the map. Create observer entities that are mirrored across the map, and mark one of them as the Welcome Point.

    • These stairs use a missing texture.

    • This roof has a missing texture underneath it.

    • There are a lot of cases of missing textures being in non-visible areas, including inside brushes. Are these supposed to be nodraw textures?

    • These doors are very obviously clipped with the clipping tool. If you want to create the illusion that the door has been bent on its hinges, then rotate the entire brush instead using the right-click Transform dialog box.

    • The pickups on the control point are mismatched. This is a symmetrical map, so symmetry needs to exist even with pickups.

    • Finally, there presently is no reason for a player to take the stairs route when they can take the ramp route and get to the point quicker. You might want to entirely revise the stairs route by pushing its exit ahead of the ramp route, perhaps to make it more attractive to Spies.
    • Agree x 1
    • Helpful x 1
    • Thanks x 1
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    Mantra
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  • jack5gamebanana avatar
    jack5gamebanana username pic Joined 4y ago
    NPMO Manager ARMAD Manager osul Manager SMBX Manager PRTL Manager
    DEAD
    2,648 points Ranked 1922nd
    24 medals 5 rare
    • Became a Game Pioneer Medal icon
    • Submitted 20 Maps Medal icon
    • Achieved Game Manager clearance Medal icon
    • Returned 1000 times Medal icon
    • Thanked 50 submitters Medal icon
    • Became a Studio Leader Medal icon
    8mo
    Seems like a pretty good and well balanced map to me, maybe except for the box climbing which takes too long and would only really be used by Spies (making their presence obvious). I can't wait to see this skinned, and I'm thinking the Foundry theme would be good.
    • Helpful x 1
    • Thanks x 1
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    Mantra
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Credits

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Mr.Bones
Mr.Bones Joined 3y ago
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204 points Ranked 19412th
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Mr.Bones avatar
Mr.Bones Joined 3y ago
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204 points Ranked 19412th

Mr.Bones
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Category

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Details

Version
B1

Attributes

Development State
Beta
Size
Medium

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Stats

  • 60 Downloads
  • 1,416 Views
  • 4 Posts
  • 8mo Submitted
  • 6mo Modified
  • 6mo Updated

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