Team Fortress 2

Team Fortress 2

65 ratings
koth_koreto V2.1
Game Mode: King of the Hill
File Size
4.924 MB
May 24, 2020 @ 8:47pm
Jun 12, 2020 @ 7:48am
6 Change Notes ( view )

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koth_koreto V2.1


koth_koreto é um projeto pessoal ... foi muito amor envolvido, espero agradar no gameplay, e visual


it's a personal project ... it was a lot of love involved, I hope to please in the gameplay and visual

Muito obrigado a
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ShadowMan44 Jul 18, 2021 @ 1:25am 
It's decent enough, it has a lot of ways to exit spawn and flank which I feel like is important to any map. The hallways, while mostly empty, give off a nice mixture of Metalworks and Process (aesthetically, mind you). One thing I would work on is the background object placement, there are some spots where I feel like there should be a generator or a mop and bucket against a wall. You know, things that can bring a little life into it, like someone works there or something.

I only played this with a small group of people, didn't really get to play this with a full server.
Class Jun 13, 2020 @ 7:56am 
I see. Thanks for the answer. Have a good day
p'nk black  [author] Jun 13, 2020 @ 7:42am 
Thanks for the feedback.

The map was designed for every fight, whether it's around the point, strongly focused on deathmatch, like the middle of the turbine

About Spawn

I did it this way to avoid Spawn kill, which happens on many maps focused on Deatchmatch. therefore the flank doors, to give the height advantage in case of Spawn kills.

The whole flank was thought of as well, if the opposing team is dominating the middle, they try, to go to the enemy Spawn, so I created the whole flank thinking about it, to give multiple choices on how to gain advantage in the middle again ...

so that's it, i'll see what i can do to improve, thanks again for the feedback, peace :2lamp:
Class Jun 13, 2020 @ 3:50am 
The map looks cool, but sometimes can feel a little... obstrusive: it feels like there are so many things on your screen. This is just aesthetics, so it's obviously more subjective, but it was worth to point out. One thing that could be improved would be the side you face when you spawn: apparently, you always tend to spawn with the main exit from spawn on the right (or behind you). Not sure if it's consistent, but I suggest to change the direction you face when you spawn, to make it more intuitive: you would be able to see the flank route and the main route with a single view, which is nice. Aside from this, the map tends to include more close quarters rooms than open areas (the only open area is the control point), which may be dangerous for some classes like Scout, but I cannot say since I haven't played on this map. Thanks for listening!