6vs6/Highlander Map
welcome everyone. i am not amazingly good at this game but i have some knowlage about it. i played it a lot (5000 hours). i love watching 6vs6 game or highlander. i like new experimental formats too. new maps in map pool always make me hyped about any game. i always wanted to design innovative map for tf2, something fresh & cool but i did not have skills. now i have learned a bit about hammer engine for tf2 map making and i started developing map. i have chosen koth gamemode becouse i like it a lot and i feel like i can bring something fresh to this gamemode. this is where koth_junkyard comes in. this map was in my head (layout/geometry) for quite a long time. now i did it. i created initial test version of map. it fully works in case of map mechanics (spawns, doors, point, pickups etc.). map futures a lot of hight variation and very fast point cap time. additionally team that does not have a point spawns a LOT faster than team that possess it. this might make it so teams will cap point a lot. hopefully it will be fun and enjoyable. also there are many pickups on map but they are placed in balanced way i hope (the better the pickup the more positional advantage you sacrafice). so feel free to check out map and give me your opinion. dont be afraid to trash talk the map. maybe it is horrible. who knows … in the end it is a junkyard :wink:
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80riNG (@80riNG)
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In version A2 main changes are:
-reworked spawn to flow better
-slower point cap speed
-window above vent now can be only see through when someone is standing next to it from spawn side (not mid side). it is changed to be like this so people spawning can fast check where people on mid are but people on mid cannot look through the window where spawning people are going
-added some cover on capture point
-added rock to valley to give it some more highground options
-introduced water pool in valley to give soldier ability to mega bomb middle from thereps my english is bad
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thanks for your feedback Alto
-first of all about spawns my friend. when no team owns a point both teams spawn after 10 sec. when point is captured team owning point spawns after about 16 sec and team that does not have it spawns after around 6 sec.
-respawn will be reworked a bit in second version. the idea behind taking damage in spawn was to allow dead ringer spy to activate his watch than fastly touch health cabinet and run fast mid but i understand it might be too annoying for other classes to deal with it
-jump to batts are made quite hard intesionally but maybe i will make them ramps. btw in my opinion vent jump is quite easy just need to learn it. batts jump can be made after a bit of practice too regularly.
-i dont know if i agree with your opinion about vent but i suppose if many people will say it is bad i will rework it or even delete
-point cap will be made longer in next version
-there will be added some fences to the point to break this sightline slightly
-when it comes to health and ammo i can agree there is a lot of it but it is placed so it is not overpowered immo. anyway i will put some time to think about some pickups adjustments in future
-i might make window 1 way to see through tbh in a2 version so only people from spawn can check mid (good feedback from you on this :star: )
-i might rework some highground in future. we will see
-clipping will be added in future to all stuck spots for sure. dont worry about that for nowbtw sorry for my english and thank you again for putting your time to check my map. peace
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6vs6/Highlander Map
welcome everyone. i am not amazingly good at this game but i have some knowlage about it. i played it a lot (5000 hours). i love watching 6vs6 game or highlander. i like new experimental formats too. new maps in map pool always make me hyped about any game. i always wanted to design innovative map for tf2, something fresh & cool but i did not have skills. now i have learned a bit about hammer engine for tf2 map making and i started developing map. i have chosen koth gamemode becouse i like it a lot and i feel like i can bring something fresh to this gamemode. this is where koth_junkyard comes in. this map was in my head (layout/geometry) for quite a long time. now i did it. i created initial test version of map. it fully works in case of map mechanics (spawns, doors, point, pickups etc.). map futures a lot of hight variation and very fast point cap time. additionally team that does not have a point spawns a LOT faster than team that possess it. this might make it so teams will cap point a lot. hopefully it will be fun and enjoyable. also there are many pickups on map but they are placed in balanced way i hope (the better the pickup the more positional advantage you sacrafice). so feel free to check out map and give me your opinion. dont be afraid to trash talk the map. maybe it is horrible. who knows … in the end it is a junkyard :wink:
download