Team Fortress 2

Team Fortress 2

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Mill
   
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Game Mode: King of the Hill
File Size
Posted
Updated
17.054 MB
8 Jun, 2015 @ 10:22pm
23 Oct, 2024 @ 12:51am
1 Change Note ( view )

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Mill

In 1 collection by Irish Taxi Driver
Irish Taxi Driver's Discount Map Warehouse
2 items
Description
Old map I made in like 2010 or so for Team Fortress 2.

Textdump from my portfolio:

koth_mill is a Team Fortress 2 King Of The Hill map that has RED and BLU fighting over the disused Rockford Mill. The map is mirrored and has a large focus on vertical elements. The mill is three floors tall and peppered with entrances and exits.

I was very interested in doing a King Of The Hill map, and I used Valve's koth_viaduct as a model for how the map should be laid out. Koth maps tend to be built as:

(Spawn) -> (Yard) -> (Goal) <- (Yard) <- (Spawn)

to provide a little distance that is superfluous in Arena mode. This space ends up straining supplies for the offensive team, keeping them closer to the objective and acts as a soft barrier to keep them from pushing too far into the other team's territory.

Along with this, if the map is small enough a mirrored playing field won't have a negative impact on either team. Mirrored playing fields are used several times in Valve maps, such as the center of cp_well, koth_viaduct, and plr_hightower.

I'm a big fan of vertical elements in maps and I feel they're not used enough in the official or community maps. I wanted the attic of the mill open, and to give a view down onto the control point, but not allow players in the attic to affect the control point directly. I surrounded the upper area of the point with a wire mesh that allows players a view, but does not allow them to shoot through.

Originally the attic space was only available to jumping classes: Soldier, Demoman and Scout. Through playtesting, we found the map was pretty boring for the other 6 classes, and they frequently did not understand why they were killed from above by an enemy they didn't see. Opening the attic up to everyone was an obvious solution, but that raised another problem: If a team controlled the attic, they could control the entire high ground of the map. The entrances to the attic needed to be one way to prevent the offensive team from spilling into the other team's area.

I found that wooden lifts at all the aerial entrances helped establish them as paths to new areas, and also solved the issue of precision jumping to enter these areas. Instead of aiming for a vertical target, they could aim for a horizontal one.

The control point remained unchanged throughout most of the testing, but it was found that the interior of the mill was too spammy, and narrow doorways encouraged players to shoot at them, creating a spam barrier that took several players to break. I removed the extraneous walls surrounding the mill to solve this issue. What resulted was easier movement between areas, and less spam since players could not lock down areas as easily.

Thanks to Cat Gosson for the bread and corn posters flanking the main point, "SiniStarR" for the skybox versions of the evergreen trees, and Honeymustard for some grain textures to replace my terrible ones. Other custom art assets left are by me. All other art assets are from Team Fortress 2.
11 Comments
WλsKara1 9 May @ 2:22pm 
would be nice to have this in game, so just in case, add the summer tag
Serge Ivanov 10 Aug, 2024 @ 8:34pm 
Pretty nice, not sure if the antechambers before the big main area may be too thin though, hard to say without playing with a server full of people.
Irish Taxi Driver  [author] 31 May, 2024 @ 12:55pm 
Cheap bumpers for boats, I saw it a lot growing up. its exaggerated and really doesn't make sense that boats would be in the area when the water levels up given how small it is.
Pyro Attack 4 Mar, 2022 @ 11:57am 
surprisingly decent, but whats with all the tires?
Kenny 25 Nov, 2016 @ 8:18pm 
thanks man, I appreciate it, after looking at the map a little. It actually looks really well put together and made. Its got nice details (along with a lot of details) with a lot of flare put into how you made it. Its a fantastic map to have fun on, at least from the looks of it. Can't wait to try it out with some of my own friends
Kenny 25 Nov, 2016 @ 12:53pm 
do you possibly have a BSP file of this map?
Knusperfrosch 17 Nov, 2016 @ 5:26pm 
I stumbled across this in a peaceful server. Looks very interesting with the vertical spaces and the beach on one end and the river on the other, visually pleasing, very spacey. I hope I'll find a server that runs this map as a combat map to really test it out.
Randy 16 Jul, 2016 @ 5:11pm 
I love this map! Though, there may be certain things that have changed in the 4 years since you've made this that might result in some bugs, though I trust you've sorted that out. Anyway, you've earned my subscription, and I hope this is added!
zab11 26 Sep, 2015 @ 11:44pm 
its awesome