• tfTeam Fortress 2

    SnipeZilla -Sz- Snipin's a good job, mate!
    SnipeZilla -Sz- You call that snipin'?
  • tfCounter-Strike Source

    SnipeZilla -Sz- Point And Click Adventure
    SnipeZilla -Sz- [Bots] Point And Click Adventure
  • tfCounter-Strike 2

    SnipeZilla -Sz- HLstatsZ Competitive Defusal
    SnipeZilla -Sz- HLstatsZ Deathmatch AWP

Mountain Side Concept

Sloped movement? Or recessed/carved bunkers into the slopes.

  • Defenses on slope (allowing up & down play on angle)

    Votes: 5 83.3%
  • Recessed/Carved Bunker (aesthetic slopes)

    Votes: 1 16.7%

  • Total voters
    6
A Koth Sniper V Sniper could be interesting no? It would force players to move closer to the center. As of right now the control point is inactive and only serves as a visual decoration for the center.
 
I pulled a work-on-all-day! I'd estimate the total completion of the map to be at about 80%-90% done!

Things I am still working on:
Code:
I will mirror the map for the sake of balance purposes, however it will have minor terrain adjustments.
1. Blue's mountainside
2. Spawn shacks
3. Skybox layout
4. Various fencing / flank routes (to get to center, not other side)
 
Shit son if it is 90% done lets upload play it and finish the last 10% with community input. Thus why the saying is put 110% into what you do, 100% you, 10% input.

Except we save you some time.
 
I think its ready for that :^) There are some noticeable terrain bugs (tears in terrain) but this will be straightened out as the map comes out of beta. I do have a version that is ready for play testing! I'll post the new screenshots and transform the thread into a map resource post if possible, with the beta version available for download.
 
In the resource section will be preferable. Otherwise email it to me for upload so we can all give some feedback.
 
Sure thing!

Edit:
I'll have it up shortly, a TF2 Update was just released and as always when I try to start TF2 after an update it gives me a "Disk read error" or "corrupt files" error and I have to sit through 2-3 "Validations" which last 15-30 means each. Augh... (Meaning I can't compile the few spawn placements I just made.)
 
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Wow, that is one beautiful map. I'm excited to play it.

I'm just theorizing at this point but is there any way to get to the top of those buildings? Those air conditioning units at the top are actually nice barriers that a sniper could utilize.

I know I would probably go to that spot for my sniping due to the nice barriers and also the nice vantage point of the whole map.
 
Wow, that is one beautiful map. I'm excited to play it.

I'm just theorizing at this point but is there any way to get to the top of those buildings? Those air conditioning units at the top are actually nice barriers that a sniper could utilize.

I know I would probably go to that spot for my sniping due to the nice barriers and also the nice vantage point of the whole map.

As of right now there is no way to get to the very top but this can be changed! To be honest I threw those AC unites up there as a sort of "quick external detail" for the building's appearance. I can definitely see about maybe making a risky route of some sort you can take to get there though!
 
Should be selectable from the nominate command.
Hope you ready from some heat :D
 
This map is absolutely beautiful. I'm really hoping this map will eventually become very popular and liked.

Just some of my feedback based on about an hour of play:
  • Snipers of SvS are accustomed to a certain range...they typically don't like too far or too close from my observations of which maps get voted for the most. The range between the two buildings in the center area seems to be about what SvS snipers are used to. What if the spawn points were to be made behind each of those two buildings so that upon spawning, the snipers can immediately take advantage of those buildings and mainly snipe building to building. I think the sloped part of the map behind the buildings offers some good options for snipers that like super far sniping but the current spawn points sort of force snipers to start out with super long range sniping which the majority of snipers may not like.
  • My first thought about the trees is that all the trees really makes the map look beautiful but the leaves of the trees sort of gets in the way of sniping imo. I think less of those trees and more rocks might offer better barriers or perhaps a different kind of tree where the leaves don't get in the way of the sniper's view. Maybe with the leaves higher up or something.
  • There seems to be an issue with the stronger team easily getting to the weaker team's spawn and camping it. I noticed people getting frusterated by this. What if we made the area around the two buildings sort of like a "public" area where snipers of both teams can enter and melee each other if they want, but the area of the slopes would be private areas that snipers can retreat to without worrying about enemy snipers entering that area?
Those are my initial thoughts so far.
 
This map is absolutely beautiful. I'm really hoping this map will eventually become very popular and liked.

Just some of my feedback based on about an hour of play:
  • Snipers of SvS are accustomed to a certain range...they typically don't like too far or too close from my observations of which maps get voted for the most. The range between the two buildings in the center area seems to be about what SvS snipers are used to. What if the spawn points were to be made behind each of those two buildings so that upon spawning, the snipers can immediately take advantage of those buildings and mainly snipe building to building. I think the sloped part of the map behind the buildings offers some good options for snipers that like super far sniping but the current spawn points sort of force snipers to start out with super long range sniping which the majority of snipers may not like.
  • My first thought about the trees is that all the trees really makes the map look beautiful but the leaves of the trees sort of gets in the way of sniping imo. I think less of those trees and more rocks might offer better barriers or perhaps a different kind of tree where the leaves don't get in the way of the sniper's view. Maybe with the leaves higher up or something.
  • There seems to be an issue with the stronger team easily getting to the weaker team's spawn and camping it. I noticed people getting frusterated by this. What if we made the area around the two buildings sort of like a "public" area where snipers of both teams can enter and melee each other if they want, but the area of the slopes would be private areas that snipers can retreat to without worrying about enemy snipers entering that area?
Those are my initial thoughts so far.
Yeah, I got to play on the map for a few minutes myself before my 600 ping hit me. I'll just add for what I experienced:
  • Some rocks are floating above ground and had sinkholes in the gaps. As snipers like to wall, I heard quite a few get stuck or simply fall through the map to their doom lol
  • Somebody was saying he managed to get stuck in the spawn somewhere. Uncertain how...
  • The terrain on the left hand side of each colours side has a patch which seems to glitch the character into a frozen state.
  • When I was leaving my base, I was open to enemy fire a lot of the time, even from the other side of the map. Mostly getting shot in the groin from that distance. So I second the idea of perhaps adding a few more rocks or obstacles around the place.
Besides those points, I quite enjoyed the scenery of the place. Kind of a refreshment from Orange. Oh, and one more bullet point, as to voice J.D.'s notion:
  • Needs a frenchie... or two.
 
I tried but my lag+fps didn't quite help to enjoy this new map.
The layout is very good (really want to plunge and climb) but way too many trees;
I will keep the one on top and trim most of one present on the down part; from that it may be easier to judge the weak spot and improve the game-play.
You should change the color of the ground for the red team (reddish -dust-)
And a respawn wall will be appreciate too! : my 5mn game: spawn, dead, spawn, dead,repeat...; from where??
 
I played it, was pretty drunk, but I do remember having a good time on it.
 
Thanks for the feedback so far guys! I definitely appreciate it!

Here's the list of things I'll be working on for the next few days:
Code:
- Spawn Locations
- More variety of trees / Less trees, more rocks! :)
- Player Clipping (To prevent getting stuck!)
- Terrain smoothing, there are quite a few cracks about that need sewing.
- Team "zones" (I'll release more info on this later)
- Alternate routes to center
- Fencing and other cover to provide players that spawn in the back an option of moving up!
- Team "side" identifiers (perhaps billboards)
 
Get rid of the cross ability................pleasurable for strong players..........shit fest for new players!!!!!

Spies and pro players will f*** this map up.......a barrier needs to be made.

It is a very large and beautiful map, but aggressive pro players will f*** this map because they have free rein.

What I am saying is: Every sniper map we play has boundaries but this map, does not..It is the Wild Wild West, which makes it awesome, but not very enjoyable for the rest of the community.

INPUT FROM EVERYONE ELSE WOULD BE AWESOME/////////////THANKS///////////////
 
Get rid of the cross ability................pleasurable for strong players..........shit fest for new players!!!!!

Spies and pro players will f*** this map up.......a barrier needs to be made.

It is a very large and beautiful map, but aggressive pro players will f*** this map because they have free rein.

What I am saying is: Every sniper map we play has boundaries but this map, does not..It is the Wild Wild West, which makes it awesome, but not very enjoyable for the rest of the community.

INPUT FROM EVERYONE ELSE WOULD BE AWESOME/////////////THANKS///////////////


I like cross ability. Limited cross ability is good for both type of players.
 
Progress update!
Unfortunately I've run into an issue with the terrain and it's causing a terrible headache. As much as I don't want to, I think I'll have to strip the terrain and do it again. However, I think it's for the best as I have learned a good bit with this project so far with regards to the geometry of the terrain, and it's limits. Stripping the terrain I have in at the moment will also allow me to adjust the map in a fashion that will reduce the number of trees, as well as allow me to add flank routes without much of a hassle.
What this means is, there's gonna be a bit of an extended work window.

So to sum up the changes that will be implemented in the next release:
  • Not just flank routes, but maybe some underground tunneling to offer a protected route down the hill.
  • Terrain improvements; no places you can get stuck, no tears in the ground, no overlapping textures.
  • A better, more full river in the center
  • Team borderlines for the sniper v sniper layout.
    2q8vm6u.jpg
Image Key:
- White Border Region: No-Man's-Land (up close and personal zone)
- Red Border Region: Red team's border. Blue cannot pass this border.
- Blue Border Region: Blue team's border. Red cannot pass this border.
Note: Both buildings can be accessed by both Red and Blue!
 
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