1 #1 Fantasmos 2 Frags – + Lates version: _pro_rc1 http://i.imgur.com/0l84z0j.jpg Sandstone is a King of the Hill map set at an Egyptian shrine. Redmond and Blutarch both believe there to be an Australium like substance in the center below a large slab of sandstone, but neither are willing to share it! This map focuses on a more open layout, with long sightlines, multiple viewpoints and A LOT of flanking opportunities. Making it perfect for 6v6 Big thanks to everyone over at tf2maps.net for helping it through the 9 month development process before going pro Has been featured in the maincall.tf cup and EVL Gaming Winter Battle Royale with nothing but positive reviews! Imgur album B18 download: https://www.dropbox.com/s/nyr0reew0tf9mye/koth_sandstone_pro_b18.bsp.bz2?dl=0

B19: https://www.dropbox.com/s/tvsys2uef15qsme/koth_sandstone_pro_b19.bsp.bz2?dl=0

RC1 Download: http://forums.tf2maps.net/downloads.php?do=file&id=6034 [SIZE="5"][B]Lates version: _pro_rc1[/B][/SIZE]



[img]http://i.imgur.com/0l84z0j.jpg[/img]



Sandstone is a King of the Hill map set at an Egyptian shrine. Redmond and Blutarch both believe there to be an Australium like substance in the center below a large slab of sandstone, but neither are willing to share it!



This map focuses on a more open layout, with long sightlines, multiple viewpoints and A LOT of flanking opportunities. Making it perfect for 6v6



Big thanks to everyone over at tf2maps.net for helping it through the 9 month development process before going pro



Has been featured in the maincall.tf cup and EVL Gaming Winter Battle Royale with nothing but positive reviews!



[url=http://imgur.com/a/5VDsO]Imgur album[/url]



B18 download: https://www.dropbox.com/s/nyr0reew0tf9mye/koth_sandstone_pro_b18.bsp.bz2?dl=0

B19: https://www.dropbox.com/s/tvsys2uef15qsme/koth_sandstone_pro_b19.bsp.bz2?dl=0

RC1 Download: http://forums.tf2maps.net/downloads.php?do=file&id=6034

2 #2 cozen 8 Frags – + looks cool! good job! looks cool! good job!

3 #3 kev 14 Frags – + holy shit this looks like egypt but not terrible will download and look around later holy shit this looks like egypt but not terrible



will download and look around later

4 #4 StaticVoid 2 Frags – + I'm not a fan of night time maps, simply because it can make seeing players a lot harder, but overall the map seems pretty fair. There are, however, a ton of ammo packs and medium healthpacks throughout the map. Maybe you could change these to small ammo packs/small health packs? I'm not a fan of night time maps, simply because it can make seeing players a lot harder, but overall the map seems pretty fair. There are, however, a ton of ammo packs and medium healthpacks throughout the map. Maybe you could change these to small ammo packs/small health packs?

5 #5 smobo 6 Frags – + I like the design and I feel like it'd be a pretty fun map. The sightlines are less ridiculous than koth_bakeside_420 and the sniper can't escape quite as well. From a competitive standpoint:

1. Map is too dark. Some people will complain even though I wouldn't personally mind. It's hard to know exactly what kind of monitor setup other people are running, so it's best to put visibility above aesthetics in a future competitive version.

2. There are too many angles a Sniper can see the whole point from, many of which give him an easy escape. My favorite is in the back of the square building, which keeps him fairly distant and gives him 3 good escape routes.

3. I feel like there are two many Medium Health kits close to the point. The defending team should have to leave the fight to get health.

4. There's way too much ammo on the point and not enough away from it. Defending engineers in Highlander are going to go to town with mini sentries, and I feel like they'd be viable with level 3s in 6s. Nobody wants Engineer to be viable. I like the design and I feel like it'd be a pretty fun map. The sightlines are less ridiculous than koth_bakeside_420 and the sniper can't escape quite as well.



From a competitive standpoint:

1. Map is too dark. Some people will complain even though I wouldn't personally mind. It's hard to know exactly what kind of monitor setup other people are running, so it's best to put visibility above aesthetics in a future competitive version.

2. There are too many angles a Sniper can see the whole point from, many of which give him an easy escape. My favorite is in the back of the square building, which keeps him fairly distant and gives him 3 good escape routes.

3. I feel like there are two many Medium Health kits close to the point. The defending team should have to leave the fight to get health.

4. There's way too much ammo on the point and not enough away from it. Defending engineers in Highlander are going to go to town with mini sentries, and I feel like they'd be viable with level 3s in 6s. Nobody wants Engineer to be viable.

6 #6 Fantasmos 0 Frags – + Thanks for all the comments!

By the way, there was some problems with saving overlays/decals so they wont be appearing in this version of Sandstone, but they definitely will be in the next version! Thanks for all the comments!

By the way, there was some problems with saving overlays/decals so they wont be appearing in this version of Sandstone, but they definitely will be in the next version!

7 #7 Fantasmos 4 Frags – + http://i.imgur.com/MoWchzy.jpg Did a massive overhaul on the aesthetics over the last few months.

Have a look, it's a ton better than before.

Map is now in B9

Give it a download, you know you want to [img]http://i.imgur.com/MoWchzy.jpg[/img]

Did a massive overhaul on the aesthetics over the last few months.

Have a look, it's a ton better than before.

Map is now in B9

[url=https://www.dropbox.com/s/cp71b7t2zr11nh7/koth_sandstone_b9.bsp]Give it a download, you know you want to[/url]

8 #8 marc0 1 Frags – + :O nice map. I like night maps :) good job. :O nice map.





I like night maps :) good job.

9 #9 Fantasmos 2 Frags – + The public version of the map is released!

But Now begins work on the PRO version, which makes me ask. What changes should a map make in the pro version, and what specifically should happen to Sandstone? The public version of the map is released!

But Now begins work on the PRO version, which makes me ask. What changes should a map make in the pro version, and what specifically should happen to Sandstone?

10 #10 Timo 2 Frags – + Looks pretty cool. I haven't played it yet so I can't tell what to change in a pro version Looks pretty cool. I haven't played it yet so I can't tell what to change in a pro version

11 #11 tarr0 6 Frags – + Fantasmos The public version of the map is released!

But Now begins work on the PRO version, which makes me ask. What changes should a map make in the pro version, and what specifically should happen to Sandstone? Some things that come to mind are: Make it daytime (or dusk/dawn). Add an extra spawn exit to make dealing with spawn camping easier. http://i.imgur.com/0pPeiwxl.jpg :( Make this a small ammo and small hp, there's currently too much ammo around mid and not enough HP on the left side (or maybe there's too much HP on the right side?)- http://i.imgur.com/BfJSpzJl.jpg Currently blu team has an advantage getting to this HP- http://i.imgur.com/Fw0QUXXl.jpg Replace these trees with something, maybe mid level platforms coming out of the walls to add some height variation to the mid. From a 6s perspective good mids are the ones with lots of height variation to play off- http://i.imgur.com/4Lbe2DEl.jpg Also have you considered adding a spire? http://static-cdn.jtvnw.net/jtv_user_pictures/emoticon-2868-src-5a7a81bb829e1a4c-28x28.png But seriously this map is looking awesome can't wait to play it. [quote=Fantasmos]The public version of the map is released!

But Now begins work on the PRO version, which makes me ask. What changes should a map make in the pro version, and what specifically should happen to Sandstone?[/quote]

Some things that come to mind are:



Make it daytime (or dusk/dawn).



Add an extra spawn exit to make dealing with spawn camping easier.

[img]http://i.imgur.com/0pPeiwxl.jpg[/img] :(



Make this a small ammo and small hp, there's currently too much ammo around mid and not enough HP on the left side (or maybe there's too much HP on the right side?)-

[img]http://i.imgur.com/BfJSpzJl.jpg[/img]



Currently blu team has an advantage getting to this HP-

[img]http://i.imgur.com/Fw0QUXXl.jpg[/img]



Replace these trees with something, maybe mid level platforms coming out of the walls to add some height variation to the mid. From a 6s perspective good mids are the ones with lots of height variation to play off-

[img]http://i.imgur.com/4Lbe2DEl.jpg[/img]



Also have you considered adding a spire? [img]http://static-cdn.jtvnw.net/jtv_user_pictures/emoticon-2868-src-5a7a81bb829e1a4c-28x28.png[/img]



But seriously this map is looking awesome can't wait to play it.

12 #12 Spycy 0 Frags – + This looks cool! This looks cool!

13 #13 blinK 1 Frags – + Looks really nice! =) Looks really nice! =)

14 #14 BUICK 1 Frags – + Yeah dog this rules. Yeah dog this rules.

15 #15 LKincheloe 2 Frags – + Maybe make it a Day map but keep the night skybox? I love night maps in general but I don't want to kill the FPS for anyone else. Maybe make it a Day map but keep the night skybox? I love night maps in general but I don't want to kill the FPS for anyone else.

16 #16 Fantasmos 16 Frags – + Thanks for all the feedback, can't wait to get started on the pro variant.

As for those that wonder what it will look like in day-time. http://i.imgur.com/e4M36Fj.png Thanks for all the feedback, can't wait to get started on the pro variant.

As for those that wonder what it will look like in day-time.



[img]http://i.imgur.com/e4M36Fj.png[/img]

17 #17 Always 4 Frags – + Both versions look wonderful, can't wait for the pro variant to come out. Both versions look wonderful, can't wait for the pro variant to come out.

18 #18 Fantasmos 4 Frags – + I just completed the trailer for it, so now I can go full force into the _pro edition!: https://www.youtube.com/watch?v=uEd0yqI8KIM Reddit Thread I just completed the trailer for it, so now I can go full force into the _pro edition!: [youtube]https://www.youtube.com/watch?v=uEd0yqI8KIM[/youtube]

[url=http://redd.it/2b4jpy]Reddit Thread[/url]

19 #19 Fantasmos 3 Frags – + http://puu.sh/ajhMe/5ca1581499.jpg Are you guys ok with the lighting like this? Or would you prefer I use construction lights? [img]http://puu.sh/ajhMe/5ca1581499.jpg[/img]

Are you guys ok with the lighting like this? Or would you prefer I use construction lights?

20 #20 wareya 1 Frags – + needs less red and more bright for the ultimate competitive balance needs less red and more bright for the ultimate competitive balance

21 #21 Fantasmos 6 Frags – + Doing a little touch ups: http://puu.sh/ajqu4/70f43ed4c3.jpg Also torches are toggle-able because they count as whether! Doing a little touch ups:

[img]http://puu.sh/ajqu4/70f43ed4c3.jpg[/img]

Also torches are toggle-able because they count as whether!

22 #22 drak 1 Frags – + dude you're so on top of this, you're the bomb I haven't liked a maps "feel" so much in a long time, and I'm glad it's an egypt styled one. Thanks! Hypehypehype for the pro version from myself, good luck! dude you're so on top of this, you're the bomb



I haven't liked a maps "feel" so much in a long time, and I'm glad it's an egypt styled one. Thanks!



Hypehypehype for the pro version from myself, good luck!

23 #23 Spannzer 2 Frags – + Too dark, also I can easily hit the skybox with one jump on the point, it hurts. Too dark, also I can easily hit the skybox with one jump on the point, it hurts.

24 #24 Spannzer 3 Frags – + ok, some issues i have with the map with a little more detail: http://i.imgur.com/RB5Zlj4.jpg this hump is annoying as hell for soldier rollouts, it should be completely flat to be rocket jump friendly. also that huge block is annoying as hell. I know it's supposed to limit sniper sightlines but you could easily do that by moving it further forwards. as it stands it's also a huge pain in the ass for rollouts. http://i.imgur.com/rOU6vIW.jpg this is the point at which i hit the skybox, i got here by just doing one jump on the point... http://i.imgur.com/18n8Y40.jpg being able to stand on that thing makes it an insane roamer/scout hiding spot; you shouldn't be able to stand up there imo. ok, some issues i have with the map with a little more detail:



[img]http://i.imgur.com/RB5Zlj4.jpg[/img]

this hump is annoying as hell for soldier rollouts, it should be completely flat to be rocket jump friendly. also that huge block is annoying as hell. I know it's supposed to limit sniper sightlines but you could easily do that by moving it further forwards. as it stands it's also a huge pain in the ass for rollouts.





[img]http://i.imgur.com/rOU6vIW.jpg[/img]

this is the point at which i hit the skybox, i got here by just doing one jump on the point...





[img]http://i.imgur.com/18n8Y40.jpg[/img]

being able to stand on that thing makes it an insane roamer/scout hiding spot; you shouldn't be able to stand up there imo.

25 #25 Fantasmos 6 Frags – + B1 PRERELEASE

Ok So I think i've fixed 90% of the intial problems with the map.

So i've decided to create a pre-release, just for walking around the map and giving pointers. This in NO WAY SHOULD BE PLAYED AGAINST PEOPLE, this should be strictly for looking around and testing skybox, rocket jumping, clipping etc. The pre-release doesn't include

-Cubemaps

-Skybox (Please send a picture of how high you think it should be)

-Extra spawndoor on both sides (one is glitchy) Please feedback:

Skybox height

How fast it runs

Visuals

Gameplay

Health+ammo Placement Here is the download: https://www.dropbox.com/s/jkx66m71l62agm8/koth_sandstone_pro_prerelease.bsp

here are some pictures: Album link here http://i.imgur.com/8laRwWS.jpg Sight lines should also be fixed.

Have fun! [size=16][b]B1 PRERELEASE[/b][/size]

Ok So I think i've fixed 90% of the intial problems with the map.

So i've decided to create a pre-release, just for walking around the map and giving pointers. This in NO WAY SHOULD BE PLAYED AGAINST PEOPLE, this should be strictly for looking around and testing skybox, rocket jumping, clipping etc.



The pre-release doesn't include

-Cubemaps

-Skybox (Please send a picture of how high you think it should be)

-Extra spawndoor on both sides (one is glitchy)



Please feedback:

Skybox height

How fast it runs

Visuals

Gameplay

Health+ammo Placement



Here is the download: https://www.dropbox.com/s/jkx66m71l62agm8/koth_sandstone_pro_prerelease.bsp

here are some pictures: [url=http://imgur.com/a/WAoJu]Album link here[/url]



[img]http://i.imgur.com/8laRwWS.jpg[/img]

Sight lines should also be fixed.

Have fun!

26 #26 Fantasmos 3 Frags – + The first PRO version is now released!

Click here to download it Better yet, here is the ip for my server(Sydney australia) That will be hosting it for a few days.

27.50.72.254:27055 All feedback is welcome and whatnot, even tear it to shreds. The first PRO version is now released!

[url=https://www.dropbox.com/s/id6rk4lqir0sgir/koth_sandstone_pro_b1.bsp]Click here to download it[/url]



Better yet, here is the ip for my server(Sydney australia) That will be hosting it for a few days.

27.50.72.254:27055



All feedback is welcome and whatnot, even tear it to shreds.

27 #27 it 3 Frags – + Ubiquitous and I got some people together to play test the pro version of the map, and I streamed the matches on twitch, and saved the stream. The first couple games are all gold+ level players (I believe), and the next two are just open lobbies on tf2center, so they start out as even, good games, then get a bit more pubby towards the end. The first game was the closest. There are also plenty of comments afterwards, but Ubiquitous probably is summarizing the feedback for you already. Here's a link to the stream of it, plus notes on when the matches start and end within the stream. http://www.twitch.tv/i_am_it/b/552649664 0:06:20-0:38:20 match 1 [log] (pyro pov) comments until 00:40:00 minutes or so

1:07:50-1:26:00 match 2 [log] (scout pov) comments until about 1:44:00

2:13:00-2:37:00 match 3 [log] (solly pov) comments until about 2:42:00

3:07:40-3:26:00 match 4 [log] (heavy pov) a couple comments and then I bunny hop the rest of the stream. Ubiquitous and I got some people together to play test the pro version of the map, and I streamed the matches on twitch, and saved the stream. The first couple games are all gold+ level players (I believe), and the next two are just open lobbies on tf2center, so they start out as even, good games, then get a bit more pubby towards the end. The first game was the closest. There are also plenty of comments afterwards, but Ubiquitous probably is summarizing the feedback for you already. Here's a link to the stream of it, plus notes on when the matches start and end within the stream.



http://www.twitch.tv/i_am_it/b/552649664



0:06:20-0:38:20 match 1 [[url=http://logs.tf/389174?highlight=76561197970730460]log[/url]] (pyro pov) comments until 00:40:00 minutes or so

1:07:50-1:26:00 match 2 [[url=http://logs.tf/389220?highlight=76561197970730460]log[/url]] (scout pov) comments until about 1:44:00

2:13:00-2:37:00 match 3 [[url=http://logs.tf/389264?highlight=76561197970730460]log[/url]] (solly pov) comments until about 2:42:00

3:07:40-3:26:00 match 4 [[url=http://logs.tf/389283?highlight=76561197970730460]log[/url]] (heavy pov) a couple comments and then I bunny hop the rest of the stream.

28 #28 it 2 Frags – + Some findings (credit to everyone who joined in on the play test): health packs need rearranging, and more ammo needs to be added. (specifics in later post)



remove some entrances to house to reduce flank classes' options (specifics in later post)



there are a few nasty, high-up solly camping spots (specifics in later post)



area outside spawn blocks spies from doing anything to buildings (picture in later post)



engineers can build in spawn currently (picture in later post) Also, I'm curious about other people's opinions about the pillars on mid, but they are probably fine. Some findings (credit to everyone who joined in on the play test):



[list]

[*] health packs need rearranging, and more ammo needs to be added. (specifics in later post)

[*] remove some entrances to house to reduce flank classes' options (specifics in later post)

[*] there are a few nasty, high-up solly camping spots (specifics in later post)

[*] area outside spawn blocks spies from doing anything to buildings (picture in later post)

[*] engineers can build in spawn currently (picture in later post)

[/list]



Also, I'm curious about other people's opinions about the pillars on mid, but they are probably fine.

29 #29 it 0 Frags – + Here's my comparison of ammo/health of ashville/viaduct/lakeside (doing from memory, correct if wrong), and my proposal for pro sandstone's ammo/health: ASHVILLE | AMMO/HEALTH: 290/250

AMMO: 2 medium, 1 mini, 1 medium @ mid

HEALTH: 2 medium, 1 medium @ mid LAKESIDE | AMMO/HEALTH: 280/241

AMMO: 2 mini, 1 medium, 1 large @ mid

HEALTH: 1 mini, 1 medium, 1 large @ mid VIADUCT | AMMO/HEALTH: 250/220.5

AMMO: 2 medium, 1 medium @ mid

HEALTH: 2 medium, 1 mini @ mid SANDSTONE | AMMO/HEALTH: 270/223.0

AMMO: 2 medium, 1 mini @ mid, 1 medium @ mid

HEALTH: 2 mini, 1 medium, 2 mini @ mid Here's my comparison of ammo/health of ashville/viaduct/lakeside (doing from memory, correct if wrong), and my proposal for pro sandstone's ammo/health:



ASHVILLE | AMMO/HEALTH: 290/250

AMMO: 2 medium, 1 mini, 1 medium @ mid

HEALTH: 2 medium, 1 medium @ mid



LAKESIDE | AMMO/HEALTH: 280/241

AMMO: 2 mini, 1 medium, 1 large @ mid

HEALTH: 1 mini, 1 medium, 1 large @ mid



VIADUCT | AMMO/HEALTH: 250/220.5

AMMO: 2 medium, 1 medium @ mid

HEALTH: 2 medium, 1 mini @ mid



SANDSTONE | AMMO/HEALTH: 270/223.0

AMMO: 2 medium, 1 mini @ mid, 1 medium @ mid

HEALTH: 2 mini, 1 medium, 2 mini @ mid