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Estaba aburrido en Clase y Encontre una Foto de las que hacia en Garry's Mod asi que decidi Editarla para que se viera un como mas Estetica con el Temas de las Luces.
King Daybreak
get your dark koth_king map for SFM here
Py-Bun - Map editing, SFM poster Patrick Jr. - Testing, SFM poster
Been using this new map for my study breaks! I must say it really adds a new layer of challenge to the KOTH spectrum because there are simply so many pathways leading from one base to another. It is practically impossible to cover all bases and this makes the map really dynamic - the openess of the central control point means that it is nearly impossible to camp; practically no sensible players use upgradable sentries in this map.
Holding the central point is a lot harder than it looks; capturing it is easy. Preventing opposing team players from reaching the cap usually entails being highly aggressive with frequent attacks on players not far from their spawn; in highly unbalanced matches this often leads to spawn camping, which is difficult in its own right with 3 exits for each spawn.
Still, incredibly enjoyable map which takes a break from the relatively linear nature of KOTHs so far; I had an incredible amount of fun playing as Roaming Solly/Pyro, and not to mention this is a Sniper's heaven; everywhere is a good camping spot and getting the jump on opposing snipers is incredibly easy. Sydney Sleeper was a very powerful asset in this map, not just for quick bodyshots but also assisting teammates to push back attempts to cap the point; Even overhealed Heavies don't survive long after being hit by a fully charged Sleeper shot in the middle of the battlefield.
So I checked out the new koth map. I admit I got lost.
KOTH_King
If you sticky jump at RED Spawn you may get stuck on a building. I don't know if it happens to BLU as well and I can't really replicate the glitch.
Also using the sticky jumper on this map is INSANE, you can go right to enemy spawn and you freaking bounce off of all the signs. I recommend that everyone tries sticky jumping around this map.
So I tried out the new official TF2 map, koth_king!
Officially named Kong King, it's a "King of the Hill" map where both teams compete to capture a central point of the map, and once captured, they must hold it until the time runs out. It's set to a Chinese cityscape sort of theme. It takes place at night, and the city is divided between two districts (one RED, one BLU, both identical in their layouts) with a central point under a pagoda.
It looks wonderful, but as far as actually playing it goes, it's really fucking tough. In a typical KOTH map, it's very bright, small, and the path towards the capture point is very clear as to where the player is supposed to go, with very little alternative pathways, maybe one or two ways in total to reach it. This map has about three or four different ways to reach the capture point. There are underground pathways and overhead bridges that all lead to the central point and, as a much bigger concern, they also easily lead to the opposing team's spawn as well, which opens up the possibility of camping and, as a result, griefing. The map's about the same size as Viaduct, but the length and tightness of the different paths makes it feel much bigger and more imposing.
If you're playing Engineer, I highly recommend going with the Gunslinger. Mini-Sentries will dominate this map.
Also, there are a whole bunch of awesome new props for building cities! Included is a double-decker bus that comes in either red or blue. There are also air conditioning units, window pieces, plastic containers, a trash bag, Chinese lanterns, signs that come in dozens of different skins, and more. They're all in the model folder "props_soto".