koth_basalt_rc2

Credits

Submitter
  • P1: Beggar
    Points: 555
  • C1: Member
  • A5: Veteran
    Account Age: 4 years
swaty (Creator/Co-creator)
Key Authors
Henry(SWATY)

Rating

9.33/10
Based off 1 rating(s)

Rate Map

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Additional Info

Development State
Final/Stable
Version
RC2
Maximum Players
32

Stats

Post Count
3
ViewCount
440
Downloads
153
Date Added
2 years ago
Date Modified
2 years ago
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A KOTH Map for tf2 where both teams have to try to get at the top of the hill

Change Log from RC1 to RC2

-Big fps boost. -Added more lights in some areas of the map. -Centered the door in the spawn. -Changed the ammo pack from small to medium under the bridge. -Added more detail to the outside area of the map. -Fixed alignment on some textures. -Removed the ramps around the control point so only demos/sollys can get up there now. -Fixed a few other visual glitches as well.

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Comments

    • C1: Member
    • A4: Graduate
      Account Age: 2 years

    Pros: I really like the 2nd base of the building because its up high. Cons: I think you need to remove the stairs going up to the 2nd floor because its OP atm. Improvements: Remove the stairs to the 2nd floor and the health pack up there/ Notes: nice work dude.

    Bananite
    • P1: Beggar
      Points: 555
    • C1: Member
    • A5: Veteran
      Account Age: 4 years

    Change Log from B2 to RC1

    -Retextured mid building. -Improved fps via occoluders. -Lowered the middle building. -Added more cover around the cap point. -Added more lights around the cap point. -Added a whole second floor above the cap point. -Fixed a lot of player clipping problems. -Made the spawns bigger. -Added a ton more detail to the map. -Added stairs when taking the right route. -Fixed the ramp going up to the point being too steep. -Added another health cabinet in the spawn. -Fixed some problems with some props with no collision. -Added a small ammo pack above the cap point. -More detail to the spawns. -Fixed a problem with the skybox. -Made the hallway to the right when you spawn bigger. -Fixed a problem with the cap point where it could be capped standing outside. -Fixed a problem getting stuck to get to the point. -Retextured the roofs on some of the buildings. -Made the ramp to the point higher. -Fixed a problem with the doors being open by the other team. -Fixed a problem with the displacements in some places. -Added small ammo packs under the bridge. -Fixed some ugly shadows in some areas. -Added ambient sound. -Removed one of the exit spawn doors to simplify it. -Shorten the distance of both of the exit spawn doors.

    • P1: Beggar
      Points: 340
    • E1: Helper
      EF: 1
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    Playtested tonight, on a 12v12 vanilla server.

    Pros : Nice setting - quite classical but effective. Point quite stands out, thanks to displacement work

    Cons : Allmost everyone complained that the point is too exposed. Sure there are many direction of attack possible but a groupe of demomen/soldiers/heavies on the point is almost unbeatable. Tried as engineer and could build an early flanking sentry but it wasn't of much use. Other buildings were unmakables since the area surrounding the CP asks for patrolling scouts and pyros.

    You provided cover, but as isolated elements they don't play a huge role besides softening sniper pressure.

    How to improve : if you want to go to the "hill" way, you must shorten the distance when incoming player becomes targetable and probably shorten the capture time as well. If you want to make the point less exposed, you'd probably have to rethink the surrounding. Gives enginner and ambushing classes some zone to rest. The little buildings on the side are too isolated to play a major role in the battle, as players told me.

    Bananite
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