Team Fortress 2

Team Fortress 2

206 ratings
KOTH_Ditchwater
   
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Other: Night
Game Mode: King of the Hill
File Size
Posted
Updated
2.208 MB
28 May, 2017 @ 2:26pm
31 May, 2017 @ 9:41am
9 Change Notes ( view )

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KOTH_Ditchwater

Description
Due to several budget cuts for both teams, construction of the newest facade to hide a top secret missile silo was left to Soldier.

Who promptly constructed an abomination of a shack that is more likely to kill you than the other team eager to claim the Silo for themselves.




== Still in Early beta, expect random jankiness! Post in the comments any suggestions/bugs ya find==
16 Comments
yo 7 Sep, 2020 @ 3:03pm 
i thought it was koth_dishwasher
Ostallis 3 Jun, 2017 @ 10:25pm 
KOTH_Dishwasher:
A map where RED and BLU fight over a plate
-PONTELIUS- ♉ 3 Jun, 2017 @ 8:13am 
Ahh hell nah, downvoted for now
lim ong us 3 Jun, 2017 @ 3:10am 
It sounds like Koth Dishwater
Xaeonx7 2 Jun, 2017 @ 9:34pm 
good map just the name isn't good sounds like swiftwater
Some Toon  [author] 31 May, 2017 @ 9:48am 
Final update just went live with the last of the detailing I wanted to do on the map, this will be the final version bar any major exploits being found.

I'm pretty satisfied how it turned out for a first map, and thanks to all the feedback I've gotten from the various playtests we've ran, I can hopefully go on to make something even bigger and better.
Nosamot 30 May, 2017 @ 6:39am 
<3
Some Toon  [author] 30 May, 2017 @ 4:44am 
=MAJOR(ish) UPDATE=

Convinced Soldier that Clipbrushes are not a tool for Communists to ruin Amercian maps, no more getting stuck on random garbage!

Money previously spent on medical bills for Mercs breaking their arms running into tiny outcroppings due to the previous missing clip brushes has been spent on sprucing up the respawn rooms, to make AFKing in there a more pleasant experience.

Fans of lighting fixtures rejoice! More light props have been added in to explain the mysterious phantom lighting.

Other minor edits and changes for a more pleasant manshooting experience.


SHOUT OUT TO NOSAMOT FOR A LOT OF HELP IN FINDING THE CLIPPING ERRORS.
tomb pit ghoul wagon 29 May, 2017 @ 3:15pm 
The biggest gripe I have with the map as of now is the lack of height variation in the connectors between spawn, as I've said before to you the flow of the current layout works, but after thinking about it more it feels drab and too striaghtforward. The detailing so far is nice though.
Nosamot 29 May, 2017 @ 3:02pm 
Im glad that I could help, im really looking foward to this