Team Fortress 2

Team Fortress 2

Koth_Harvest_Open
8 Comments
Bacon, trans rights  [author] 14 Jul, 2021 @ 2:54am 
Hey Unit. Thanks for your suggestion. I understand your predicament so I made a new iteration of this map to rectify some of the issues and implement your suggestion regarding additional capture point placement. If you want to download the new map it's called Cp_Harvest_Open_V2: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2546724430&revision=1

Based on many of my own tests it should have significantly more bot interaction outside the central area of the map.
Unit: 13 Jul, 2021 @ 6:20pm 
looking at the full map if the points are at the exsisting corners it will be sniper hell but if you add the missing corners and put the points at the new corners it will have building blocking most sniper zones and i like this map so much if i know how to use harmer i will help but hammer looks to spoopy for me i dont even know how to use sfm to move a model
Bacon, trans rights  [author] 13 Jul, 2021 @ 5:56pm 
yeah without an objective the bots probably won't go running around out there unless they are going to get ammo/hp pickups. adding additional objectives could help or making the central point change position after it's captured could also make use of the newly accessible areas.
Unit: 13 Jul, 2021 @ 3:19pm 
when i use nav_gen the bots only go to the parts that are in the normal map. i got a idea what if you make this a one of the three point maps that you got to cap all 3 for your team to win and its not attack and defind then it gives the player and bots a reson to go out of the normal map size
Bacon, trans rights  [author] 13 Jul, 2021 @ 9:25am 
then you get in and realize i made this in 1 day
Winter 13 Jul, 2021 @ 8:49am 
actually looks really nice and polished, would get this
Avno(AH-vvv-no 13 Jul, 2021 @ 8:17am 
lol
Unit: 12 Jul, 2021 @ 10:14am 
i can now "pet" more of the pumkins thanks