Team Fortress 2

Team Fortress 2

Koth_ZeBunker [A9X]
88 Comments
Serge Ivanov 28 Jul, 2024 @ 6:22pm 
The outside areas are nice and detailed but the indoor areas are super bare.
Reinharden 15 Feb, 2019 @ 10:51pm 
this is banned in germany
Morty 15 Aug, 2018 @ 2:49am 
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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
▄░▐░░░▄▄░█░▀▀ ░░
▀█▌░░░▄░▀█▀░▀ ░░ COPY AND PASTE HIM,
░░░░░░░▄▄▐▌▄▄░░░ SO, HE CAN TAKE
░░░░░░░▀███▀█░▄░░ OVER THE WORKSHOP
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sailor_rohan 23 Jul, 2018 @ 1:29am 
is not working

Shepherd 16 Feb, 2018 @ 11:19pm 
Awesome
Triiodine  [author] 16 Feb, 2018 @ 11:08pm 
When we finish it yes.
Shepherd 16 Feb, 2018 @ 10:36pm 
Are you going to put this in workshop then?

:o
Triiodine  [author] 16 Feb, 2018 @ 10:32pm 
It's already got HDR compiled and packed in. Do not make your own workshop copy, you can copy it over to SFM no problem already
Shepherd 16 Feb, 2018 @ 10:11pm 
Mind if I port this to sfm? I will credit you guys.
mind goblin 31 Dec, 2017 @ 8:54pm 
nvm
Triiodine  [author] 31 Dec, 2017 @ 8:52pm 
If I'm not mistaken the outside is already connected. Could you screenshot what you're talking about?
mind goblin 30 Dec, 2017 @ 5:11pm 
connect the outside please and it's a good map
Sound Demon 27 Jan, 2017 @ 4:01am 
Четко, умеешь могешь.
Phe  [author] 9 Oct, 2016 @ 11:38am 
What?
Pandora 9 Oct, 2016 @ 10:36am 
feel like the outside should be conected ...
GraviosGuy 8 Oct, 2016 @ 11:58am 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=777289240
not sure if this was intentional but letting you know anyways engi can jump up the little clifs on the side and build stuff change if you want still a great looking map
Triiodine  [author] 4 Sep, 2016 @ 12:36am 
@Chdata, already fixed that with clips and have added details to that room as well, expect it fixed in the next update.
Chdata 4 Sep, 2016 @ 12:23am 
Ahh disregard that, everything loads fine if it's packed in. There's no files for me to have conflicted because I don't have the external pack installed.

Things only broke cause I loaded a lot of maps in a row that didn't have their stuff packed.

Doing it again now, it's fine.

----

On to map suggestions ;p

http://imgur.com/a/jkjng

This area seems to be inescapable if you fall in.
Triiodine  [author] 3 Sep, 2016 @ 5:23pm 
@Chdata the maps is packed with the older version of the pack, so your files might be conflicted since we have yet to repack it with the new props and paths.
Chdata 3 Sep, 2016 @ 10:50am 
Unfortunately I can't host this map on my live server due to the asset pack requirement. The only maps I've been able to run from frontline are koth_trenchfoot and koth_avalanche.

More details here: https://tf2maps.net/posts/392537/

---

Or if it doesn't really require the external assets, it seems some stuff didn't load for me, but that might have also been from me trying to load other maps without the assets which screwed up some of my cache files.
Cpt. Sourcebird 29 Aug, 2016 @ 12:18am 
Now I want this in the SFM Workshop.
Is it okay for you to add this to the workshop? It'd be much appreciated!
Go touch stinging nettle 20 Aug, 2016 @ 2:48am 
:D
Phe  [author] 20 Aug, 2016 @ 1:59am 
kan ik proberen :spycon:
Go touch stinging nettle 19 Aug, 2016 @ 1:27pm 
the barren concrete areas could be filled up with stacks of unused mines and crates with ammo?
Maybe ad some rolled up and rolled out blueprints of the comic like fitting style of machines the mercenary's could have come up with ( like a bomb with a seat and a small coffee-bar to shoot into enemy ground to infiltrate them.
Go touch stinging nettle 19 Aug, 2016 @ 1:21pm 
Considering the side off this map, adding a LOT of signs is needed. Also the respawntimes and capture times/rates have to be looked into deeply, and if you manage to do this: Good job, lad! Beautifull map! Makes me want to play koth again.
Miso 18 Aug, 2016 @ 4:26am 
i agree with Just Pyro, two spawn doors would be better
:demoticon:
Deficit 18 Aug, 2016 @ 4:19am 
I already downloaded the map, but how do I play it? Also is there a server of people playing frontline's maps?
zdrsml 10 Aug, 2016 @ 9:07am 
2 spawn exit plz.
OverPovered  [author] 10 Aug, 2016 @ 8:23am 
Here's a preview of what might be implemented in the next art pass phase (note an emphasis on "might"):

http://imgur.com/a/vbhLS
Phe  [author] 9 Aug, 2016 @ 11:07am 
you can get out pretty easy on the side of the submarine but we can try making it easier
Zed Zeusington 9 Aug, 2016 @ 10:29am 
I've noticed that getting out of the water around the submarines on each side is very difficult. It's inconsistent when you'll pop out of the water and when you'll just jitter along the side of the pool for 2 minutes trying to get out. This is especially bad towards the front of each sub since that pool is so small you don't even have room to evade. Any chance on a fix?
Triiodine  [author] 8 Aug, 2016 @ 8:29pm 
Map just was updated, textures and everything you could want that's trench related.
ScottishDrunkard 8 Aug, 2016 @ 6:23am 
Get to ze bunker!
Howl' 8 Aug, 2016 @ 12:08am 
nice map
UhBreezyK 7 Aug, 2016 @ 2:22pm 
anyone know any servers for this
GODS GOOFIEST GOOBER 6 Aug, 2016 @ 9:34pm 
Yeah, if you fix this up, I could see this being a great addition to tf2.
S. HITMAN 6 Aug, 2016 @ 8:04pm 
I like it. Pretty good for 72 hours. However, If you were trying to get this in tf2 as a full map. Fix the textures.
OrgatE 6 Aug, 2016 @ 6:23pm 
Thats one small submarine.
Triiodine  [author] 6 Aug, 2016 @ 1:31pm 
We had, note the past tense, had the next version of the map ready but a lot of props mirrored incorrectly so the next version is going to take a bit longer than expected. Sorry guys, but thanks for the enthusiasm!
Paowix- 6 Aug, 2016 @ 11:50am 
I like the supply locker texture
Duke_Theos 6 Aug, 2016 @ 8:52am 
do the people complaining about how the dev textures are still there realise how f**king difficult it is to make a map, let alone texturing it , ANd all in 72 hours. just open up hammer editor and you'll soon realise
Duke_Theos 6 Aug, 2016 @ 8:48am 
bit clostraphobic
also I doubt the outside area will be used that much unless the two trenches link in someway
Grape 6 Aug, 2016 @ 3:02am 
:)

Gamer_X 5 Aug, 2016 @ 9:49am 
basicly junction 2? low ceilings in game that very relies on height advantages is not very good.
Sharp 5 Aug, 2016 @ 4:06am 
Wow, that's good. I like the details. It would be nice to have more use for the cover, but not in this game. Nobody will use it. Still, good job on everything and the lighting.
Triiodine  [author] 5 Aug, 2016 @ 3:32am 
Actually speaking of dev textures, we're almost done with the trenches for both teams and will push the update for it by this Friday. Here, take a gander: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=737749846
Sharp 5 Aug, 2016 @ 2:47am 
@MaxAlokin Implying you could make anything better than this, without dev textures.

You can't, so stop complaining about the dev textures, infact, dev textures can be good to use form an artistic side of things. I imagine they will be stripped and properly textured later, of course.
ED DogBreaker 5 Aug, 2016 @ 2:16am 
this map looks EPIC
The Frivolous Johnder 4 Aug, 2016 @ 6:38pm 
pootis
Tetragromaton 4 Aug, 2016 @ 11:23am 
are this map in beta ?