koth_proot
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https://tf2maps.net/downloads/proot.13306/
I’m pro-ing my own map, you’re welcome.
This is a branch version of soot that will be focused solely on HL play.
It combines some of the beta changes with the last (ish) alpha version of soot, so it’s probably a bit of a mess right now brushwork wise. But that will soon change I guess.Any and all feedback is appreciated.
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a2 is out!
https://tf2maps.net/downloads/proot.13306/version/38178/download
Changelog:
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un-onewayed the windows
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messed around with the heights of the huts at mid to give a greater advantage to attackers from the flank
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changed the walkable bit of the hoodoo to be a platform so it’s a little nicer to play around
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moved around some ammo and health
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made it nice and fall-y
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a3 is out baybee!!
https://tf2maps.net/downloads/proot.13306/version/38244/download
Changelog:
- pertified the map a bit more
- changed the rooves around the point to slope only down towards the point.
- extended the roof on the cliff side to block cliff to cliff sightlines
- extended the point to make it easier to get to
- added blocks under all of the pickups for those who have overlays disabled
- removed the ability for jumping classes to get on the flank hut
- other stuff, probably
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a4 doth hath released!
https://tf2maps.net/downloads/proot.13306/version/38320/download
Changelog:
- Changed cap time from 12 seconds to 11 (time for one person to cap)
- Moved around health and ammo
- opened up bits of the map with fences
- added no-builds to various areas
- some other stuff, i think
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a5 is here, rejoice!
https://tf2maps.net/downloads/proot.13306/version/38393/download
Changelog:
- Added small health into the house
- nerfed the “s4rr spot” by removing the small crate
- minor clipping pass over everything, still probably missing a few things
- other things, i think
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b1 is out, whoopie!!!
https://tf2maps.net/downloads/proot.13306/version/38588/download
Changelog:
- detailed everything, obviously
- move the medium pack from the cliff to the hut
- increased the space in the room under bats
- some other stuff i’m sure
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This post is deleted! -
b3 is now the current version of this map, the map that this thread it about, king of the hill proot, a map for the video game team fortress two
(b2 came out when the site was down, you can download it here)
https://tf2maps.net/downloads/proot.13306/version/38871/download
Changelog (b3):
- added chickens
- other, less important things
Changelog (b2):
- changed some detail in some areas
- added see-through bits around mid for better visibility
- made the s4rr spot as obvious as possible
- other things for sure
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b4 has arrived to save our souls
https://tf2maps.net/downloads/proot.13306/version/39146/download
Changelog:
- widened the flank
- removed the ability for sniper to reach s4rr spot
- added a jump blocker to mid
- other stuff i am quite certain
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quick update: b4c is live
https://tf2maps.net/downloads/proot.13306/download
Changelog:- made most fence and window clips blockbullets for more consistent splash damage
- clipped a few bits i missed earlier
- remade the spawns to be more in-line with product and other comp koth maps
- other stuff i can’t remember atm
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whoops (b5)
https://tf2maps.net/downloads/proot.13306/version/40850/download
Changelog:- fixed a bug that let red players get into blu spawn
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Thought I would bump this in case anybody has feedback for the map. We will still have a write-in question on the survey to give feedback straight to the developer, but this is in case anybody has something fresh in their mind
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b6 has dropped!!!
https://tf2maps.net/downloads/proot.13306/version/43497/download
Changelog:- re-artpassed everything
- reworked the sniper balconies
- optimized stuff just a teency bit
- clipping pass for that re-artpass
- lowered sh4rt spot
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Proot was fine where it’s at. I would recommend removing the s4rr spot, and the hole in house. I love this map, but Sniper was already strong enough on the previous version with how easy it was to rotate between different angles + how small the map was (and still is).
Also someone complained about having frame drops on the new version, so maybe some more optimization improvements are in order .
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Spleep
Necroing an ancient thread to follow up on some discussion in the RGL discord and to get some juices flowing in advance of everyone playing this season. If any mods are seething at this horrible breach of internet forum etiquette this blame Xenagos.
Also linking the newest version that will be used this season: https://tf2maps.net/downloads/proot.13306/version/46524/downloadThere has been much discussion regarding proot sniper (very little on this thread unfortunately), and I’d like to call attention to his ease of rotation on the shack+batts area, cliff to shack, and to a lesser extent, from tree (also s4rr spot) to shack.
Using these jumps, a player can go from having a commanding view of one side of the point to the other in a few seconds and without any real risk of being spammed. This makes the offense trying to rotate around the sniper frustrating at best and just not realistic at worse and inconsistent with other maps like lakeside or ashville.I’d like to hear what others think, if a nerf is necessary or not, what the fix is, etc.
Chocc suggested making shack smaller so it can’t see the point at all and only functions as a batts/cliff shortcut, and JohhnyFromCali would rather see the jutting plank of wood enabling the jump to shack from cliff gone entirely.
I would be interested in testing a version with a wall dividing the shack roof area in half, like in the attached. This would limit the angle and allow teams to outrotate. Snipers can still drop down and play on the walk-up ramps to quickly get another angle, but are more vulnerable to spam.
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Can confirm I approved the necromancy Colin has performed on this thread.
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Colin Bumping this thread again seeing as it is koth_proot week. This is the best place to put feedback and ensure the map gets the changes it needs.
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Colin said in koth_proot:
Colin Bumping this thread again seeing as it is koth_proot week. This is the best place to put feedback and ensure the map gets the changes it needs.
The advantage of running maps with active mappers is that we can update and improve them. Spleep has been awesome with responding to feedback. Include photos and suggestions to imrpove things if you can, not just critiques!
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Proot updated to fix an asymmetry with some crates.
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In the sideroom near spawn, pomson and righteous bison projectiles fizzle out, making those weapons unusable.