koth_twisted

A Map for Team Fortress 2

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Announcement! Since FPSBanana has become very unreliable, I'll go ahead and give you the link to an older site I used that contains this map. You can find this map at The Snark Pit

Final Update!

It was bound to happen, and meant to do it sooner. I've updated the map to the official Valve entities for KotH. Have fun everyone! Important!! The file has been optimized. All of the required files are zipped into the bsp, there is only one file to worry about . . . the BSP. Updated Once more!! 1) Added a skybox! Credit goes to Lost for his excellent skybox I found on FPSBanana 2) Due to some complaints about the hold timer being too short, and previously too long, I have increased the hold timer to 8 minutes. That should be long enough o allow everyone a fun time. I believe I also added rounds, so if this timer becomes a burden, let me know and I'll change it again. 3) I finally remembered the cubemaps! 4) Fixed several graphical errors from before. As always, enjoy, and spread the word. Also, I'm currently working on a new forest themed arena map. Expect it within the next couple months. In-Game Instructions pop-up: Twisted - version 3 King of the Hill Objective: Capture and defend "The Hill" from the enemy team. First team to hold "The Hill" for a total of eight minutes wins. Note: - The timer displayed in the HUD is for the team who currently holds "The Hill" - If the opposing team takes "The Hill" from your team, your timer will not reset but remain paused untill you recapture the hill. - The enemy only wins win their timer reaches zero. ReadMe: [KotH_Twisted] King of the Hill style map Read the in-game instructions to learn how to play. Install: Just extract the contents of this zip file into: Steam\SteamApps\[your steam account]\team fortress 2\tf\maps For dedicated servers, you'll need to created the compressed file yourself (and be sure to include the objective file) updates: -Each side now has 2 spawn rooms (each with an invisibe cover to prevent demoman spawn camping. - 4 new platforms - Harder to get knocked off the map (you'll only be able to get knocked off in the center and the place you're not supposed to be. author: Ncyphe website: http://ncyphex.awardspace.us version 4 finalized: October 15, 2008 Help me better my mapper by providing comments to this map at: http://www.fpsbanana.com/

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Posts

  • 9y
    Komatose avatar
    Komatose Offline
    Member Joined 11y
    1,769 points Ranked 2670th
    Will do sir. this map is worth it!

    8.7/10

    Honest Critiques For Free! avatar
    Mantra
    Honest Critiques For Free!
  • 9y
    ncyphe avatar
    ncyphe Offline
    Member Joined 10y
    2,298 points Ranked 2049th
    Posted by -Insane-

    THis is a really solid map. Great Great gameplay, i absolutly loved playing on this map. Very interesting arcitecture you have here, it really makes it a memorable map, and very unique. I did notice that at some point you will start to spawn in enemies spawn area, I shit myself when taht happened >_<.

    I wish more servers had this map,, asi would play it much much more often than most other maps. This is Simple, Clean and Basic. A job well done man.


    New version is out. spread the word that many of the bugs have been fixed and the timers are 2 minutes longer.
    Future game dev, in study avatar
    Mantra
    Future game dev, in study
  • 9y
    ncyphe avatar
    ncyphe Offline
    Member Joined 10y
    2,298 points Ranked 2049th
    Posted by -Insane-

    THis is a really solid map. Great Great gameplay, i absolutly loved playing on this map. Very interesting arcitecture you have here, it really makes it a memorable map, and very unique. I did notice that at some point you will start to spawn in enemies spawn area, I shit myself when taht happened >_<.

    I wish more servers had this map,, asi would play it much much more often than most other maps. This is Simple, Clean and Basic. A job well done man.


    Because everyone seems to still have the same problems, I've reopened this map for the first time in a year. I have gone in and replaced several of the entities and added some optimization to the map; however, I have hit a snag.

    I had planned to release the new version last night, but many errors have popped up from the redesign. The major problem is the world disappearing at some points and unequal lighting between models and brushes. Possible fix may include simply removing the black background and dealing with a basic sky. If I can master the art of making skys, I will be able to take care of that problem.

    I hope to have the new version up soon.
    Future game dev, in study avatar
    Mantra
    Future game dev, in study
  • 9y
    Komatose avatar
    Komatose Offline
    Member Joined 11y
    1,769 points Ranked 2670th
    THis is a really solid map. Great Great gameplay, i absolutly loved playing on this map. Very interesting arcitecture you have here, it really makes it a memorable map, and very unique. I did notice that at some point you will start to spawn in enemies spawn area, I shit myself when taht happened >_<.

    I wish more servers had this map,, asi would play it much much more often than most other maps. This is Simple, Clean and Basic. A job well done man.

    8.7/10

    Honest Critiques For Free! avatar
    Mantra
    Honest Critiques For Free!
  • 9y
    Jacomus avatar
    Jacomus Offline
    Member Joined 9y
    400 points Ranked 10550th
    Posted by ncyphe
    The problem was that the original TF2 materials didn't fit well with the theme, so I did (what I believed) to be the best solution. I'll try to figure something out.


    That was the perfect solution, I just love the look of this map.

    8.5/10

    :3
  • 9y
    ncyphe avatar
    ncyphe Offline
    Member Joined 10y
    2,298 points Ranked 2049th
    Posted by Jacomus
    . . .
    I hope you make more maps in this same style, whether it be for cp, pl or even more koth maps!


    I actually have already created another KotH map in the past couple of months, KotH Mayan Depths

    Currently, I working on revising my "Core Ruleset" prefabs to make it match the TF2 universe more so.

    When I find time, I'll take a look at that spawn problem. It has been noted, and I think there may be some kind of corruption in the .bsp that causes this to happen, as there is no problem in the VMF. I'll have to delete the old spawns and replace them with new one.

    I've also been looking for some nice space textures to put in this map, or something. The problem was that the original TF2 materials didn't fit well with the theme, so I did (what I believed) to be the best solution. I'll try to figure something out.
    Future game dev, in study avatar
    Mantra
    Future game dev, in study
  • 9y
    Jacomus avatar
    Jacomus Offline
    Member Joined 9y
    400 points Ranked 10550th
    Pros: I personally love this map. For one, it is a koth map, which I'd love to see more of. Secondly, this looks of this map are simply amazing. Symetrical and aestically pleasing. It is a fantastic break away from the repetitive dust-on-industrial look TF2 has.

    The map plays very well. I have this map on my server, and with 24 people, this map does play excellently. It is balanced, fast paced and gives that rush which players look for (I know I do). You'd think it would be easy to spawn rape, however this is not the case.

    Cons: The skybox/background is a bit plain, but I think it works with the whole abstract style of the map. The only things that is wrong with it, is that it makes some of the graphics disapear. Things like rocket/grenade trails, medic beam, spy cloak cloud. It's not a massive problem, but if it would get fixed it would no doubt make this map more spectacular.

    Another thing, which has already been mentioned, is that every so often a player will spawn in the opposite spawn.

    Last thing is, the map can have a tendancy to becoming a snipe fest. Some very good snipers on one team can actually keep the other team pinned down, which is alarming!

    Improvements: Perhaps make the capture time limit a little longer? Another koth map has 15 mins (which I think is a little long), but 6 mins seems to short. Perhaps 10 mins would be a perfect medium?

    Also, perhaps try editing the map so it doesn't become such a snipe fest? To be honest, it isn't that much of a problem, because the loosing team soon realizes they need to cap the point instead of snipe constantly and become more offensive.
    Notes: Like I said up top, this map is fantastic. I love it's look, it's a fresh sight for the TF2 universe. I hope you make more maps in this same style, whether it be for cp, pl or even more koth maps!

    8.5/10

    :3
  • 9y
    ncyphe avatar
    ncyphe Offline
    Member Joined 10y
    2,298 points Ranked 2049th
    Posted by jumpyg1258

    Pros: Innovative gamemode for TF2 wrapped into this well balanced and cool looking map.
    Cons: Every now and then, a player will spawn in the other persons spawn room. I guess you mixed one spawner up by mistake?
    Improvements: Fix the spawn and youll be set.
    Notes: Played it several times with 24 players and its a blast.


    I have no clue what is happening with the spawn points. Someone already reported that, so I though, "easy fix." I go into the map and find every spawn point set-up correctly, to the correct side. So I don't know. I'll probably have to go and delete all the current ones and add new ones, it seems.

    Won't be able to do it this weekend, though, due to the Warhammer Online Review Weekend.
    Future game dev, in study avatar
    Mantra
    Future game dev, in study
  • 9y
    jumpyg1258 avatar
    jumpyg1258 Offline
    Member Joined 10y
    174 points Ranked 19728th
    Pros: Innovative gamemode for TF2 wrapped into this well balanced and cool looking map.
    Cons: Every now and then, a player will spawn in the other persons spawn room. I guess you mixed one spawner up by mistake?
    Improvements: Fix the spawn and youll be set.
    Notes: Played it several times with 24 players and its a blast.

    9.7/10

    Libertarian
  • 9y
    ncyphe avatar
    ncyphe Offline
    Member Joined 10y
    2,298 points Ranked 2049th
    Posted by captain-pot-noodle

    Great map, really like it :-)

    just one little point, which is probably immaterial since there is no fix: that the control point entity isn't visible at certain angles (at the top when it's on black), which I'm sure you new about.

    The textures are really good!! I love it because they are so different and surreal :-)

    Also being a mapper myself: Could you tell me how to get that glow around the control point?

    Thanks!


    Thank, I did know about the Control Point problem, hence the glow. As for the glow, I just created a sphere, halved it, and tied it to a func_illusionary. I set the On_Team#_Capture outputs to change the color of the func_illusionary any time it gets caped.

    However, recently I figured out a much better looking way to do the glow with lasers and the "Fade_out_end" flag. I actually created a prefab containing my new way for the glow. King of the Hill game mode Prefabs
    Future game dev, in study avatar
    Mantra
    Future game dev, in study

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Credits

Key Authors
ncyphe
Everything but skybox
Mighty Pete
Sky Box Material

Submitter

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ncyphe Offline
Member Joined 10y
2,298 points Ranked 2049th

ncyphe
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Details

Version
5

Attributes

Miscellaneous
cp
Players
24
Development State
Final/Stable

Stats

Posts
45
Views
23,870
Downloads
4,633
Date Added
10y
Date Modified
7y

Scores

80 bScore
8.7 Rating
8.5 Critic

15 voters

2 critics

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