Koth_outskirts

KotH Outskirts A12

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
Hello, Aman here with my first TF2 map: Koth_Outskirts.

In koth_outskirts the two teams are fighting over a point on the outskirts of a city. (hence the name) The red team is based in the city whereas the blue team is based in a nearby factory. That's the plan at least. :)

I hope to get some constructive feedback on this map so that I can improve upon it. In addition, I hope that I can use this as a learning experience for when I make future maps. Thank you for your time.

Feel free to subscribe to my map on steam if you are interested! :)
http://steamcommunity.com/sharedfiles/filedetails/?id=454758305
 
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HQDefault

...what
aa
Aug 6, 2014
1,056
535
I like the raised point, this is a nice touch to KotH that not many mappers are willing to experiment with. Those that do, generally thrive :)
 

Muddy

Muddy
aa
Sep 5, 2014
2,574
4,592
I like the raised point, this is a nice touch to KotH that not many mappers are willing to experiment with. Those that do, generally thrive :)
I thought about 90% of all KOTH maps had a raised control point.
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
I like the raised point, this is a nice touch to KotH that not many mappers are willing to experiment with. Those that do, generally thrive :)

I appreciate it. I have updated the point area so that it makes a little more sense. Instead of just ramps I have actual stairs now.
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
I received some very useful feedback on the game day. In the next release of this map you all can expect many changes. Hopefully for the better. :D
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
Revamped the map almost entirely.
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
Koth_Outskirts_a3 released!

Changes:
- Removed a window from each side of the point
- Added more cover to the point
- Turned the "dead end" into another route
- Added an additional health pack in the outside area
- Added doors to reduce some sight lines
- Fixed the issue with the spawn doors
- Added another route to the point from the low ground area
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
I had forgotten to put up the screenshots that reflected my changes. They're up now.
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
koth_outskirts a4 released!


-Fixed issue with the naming of the point
-Fixed an issue with the signs
-Corrected a naming convention error I made now you will be able to see my previous changes
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
koth_outskirts a5 released!

-Raised the ceiling on the spawn rooms
-Rearranged the layout of the area outside of spawn
-Made the "sniper deck" room larger
-Edited the sniper deck in said room
-Began detailing the spawn rooms
-Fixed the door not opening fast enough
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
koth_outskirts a6 Released!

-Fixed the issue with the blue resupply cabinets
-Removed the door leading to the sniper deck in the sniper room from spawn
-Clipped the props in spawn
-Fixed some brush issues
-Removed the ramp leading down from spawn
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
koth_outskirts a7 released!

-Changed the layout under mid bridge
-Added cover to area under mid bridge
-Made the mid bridge an arch bridge
-Fixed the clipping issue that allowed players to get out of the map
-Fixed a clipping issue that allowed players to stand on a wall near mid
-Added more health kits
-Extended area from the sniper building's ground floor out towards mid
 
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HQDefault

...what
aa
Aug 6, 2014
1,056
535
Man, that mid...

is COOOOOOOOOOOOOOL

But, question, wouldn't the outskirts of a place have LESS amazing architectural design?
Well since I'm mikey from the Teenage Mutant Ninja Turtles, That means I'm a total boss at naming things :)

This should be called Cityrock
But that's just my opinion.
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
Man, that mid...

is COOOOOOOOOOOOOOL

But, question, wouldn't the outskirts of a place have LESS amazing architectural design?
Well since I'm mikey from the Teenage Mutant Ninja Turtles, That means I'm a total boss at naming things :)

This should be called Cityrock
But that's just my opinion.

Thanks but I chose outskirts as the name because everything from blue spawn to mid is on the outskirts of a city which is red team's area. The map will be detailed asymmetrically with blue side being a factory and red side having the urban Soho theme.
 

Moonfixer

L5: Dapper Member
Aug 23, 2014
229
81
So based on the feedback I recieved I have noticed that spawncamping seems to be an issue. (The feedback says its an issue however when watching the demo it seems that spawn camping outside the spawn doors wasn't being done very often or maybe I missed something.) I currently have the spawn doors on multiple height levels to help with that. I have been asked to extend the map but I'm not sure how exactly. Should I move the spawnroom back to make the other team have to travel further or make the whole map larger and possibly loose the map's fast paced gameplay? I just wanted to get a few ideas.