2fort converted into a KOTH map. This is the second beta.
Made by WVI. That is all.






Archanor: Kya. Well, the basement is still around because it's the new spawn point. The reason the point itself is exposed and vulnerable is because that's the same way all of the official KOTH maps are. This was supposed to be a simple conversion with a few things changed for balance, but I did actually spend a lot of time on it - mostly this conversion is just to stretch the Hammer legs because I want to make a "real" map after this. Also, I wanted to make the map such that infiltrating the enemy base is crucial to success.
This is the first map I've ever released. Not sure what you expect of me.
Sorry if that came off as a little pissy, I just want to get good at this, and I'm a little insecure about my abilities.






It really looks rushed. The new "bridges" are just two blocks stretched across the bases, how are they even supposed to support one player? Looks odd. It's also too open and easy to assault. The bridges really could use some cover of some sort.
I'm not sure why you decided to keep the basement around, as it doesen't have much of a purpose now that the intelligence is gone.
Please spend some more time on your maps before you release them.






An excellent idea, but can be improved. It would have been nice if you added some extra paths/blockages and altered some mechanics for that map. If you look at the centre capture point it is extremely exposed and therefore easily captured by the team with the most soldiers. If you added some walls/blockades (i.e the centre capture point on fastlane) and a little more area on the bridge so the team isn't so bottle-necked and grouped.
I like the new second story bridges though. Perhaps if you added a building on top of them that overlooks the capture point. Just a thought.
I'm not sure what to rate this map as I haven't seen it in action so I don't know how well it would work.
I'm going to give it a 7.5/10 overall because it's a nice simple change to CP without altering the map too much. I feel a little more variation wouldn't have hurt though.