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Koth_Blockfront

A Map for Team Fortress 2

Updates

Beta 1 Bug Fixes
  • BugFix Fixed some more texture issues.
  • Tweak Moved/added some health and ammo placements.
There shall not be any more Bug fixes to Beta 1. 

Onward to the next Verson!


- Mr.Bones
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Mr.Bones Joined 3y ago
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Mr.Bones
3mo
Quick Fix
  • 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
Mr.Bones avatar
Mr.Bones Joined 3y ago
Offline
204 points Ranked 18911th
Mr.Bones
3mo

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

  • 3mo
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    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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  • 5mo
    jack5gamebanana avatar
    jack5gamebanana username pic Joined 4y ago
    NPMO Manager ARMAD Manager osul Manager SMBX Manager
    DEAD
    2,547 points Ranked 1962nd
    22 medals 4 rare
    • Became a Game Pioneer Medal icon
    • Submitted 20 Maps Medal icon
    • Achieved Game Manager clearance Medal icon
    • Returned 1000 times Medal icon
    • Became a Studio Leader Medal icon
    • One month a member Medal icon
    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 18911th
Everything

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Mr.Bones Joined 3y ago
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204 points Ranked 18911th

Mr.Bones
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Details

Version
B1

Attributes

Development State
Beta
Size
Medium

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Stats

  • 42 Downloads
  • 1,083 Views
  • 4 Posts
  • 5mo Submitted
  • 3mo Modified
  • 3mo Updated

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