King of the Hill - Sky Lock

Overview of map Interior

Overview of map Interior

Capture Zone

Capture Zone

Battlements

Battlements

Respawn BLU Exterior

Respawn BLU Exterior

Respawn RED Exterior

Respawn RED Exterior

Battlements RED

Battlements RED

Screenshots of the Alpha version. Note the location of the point was changed and the third path from  spawn was added later. Additionally the pathway that would go entirely around the Rocket was blocked off.

Screenshots of the Alpha version. Note the location of the point was changed and the third path from spawn was added later. Additionally the pathway that would go entirely around the Rocket was blocked off.

King of the Hill - Sky Lock

A map made for Team Fortress 2. Built in Hammer. Most models and textures provided by Valve software.

Check out the map here: https://steamcommunity.com/sharedfiles/filedetails/?id=1459838211

I started with the idea of a level where the teams can see each other from spawn. I got the majority of the inspiration for the theme from the interior section of Hydro. I wanted the players to be able to fight their way downwards into the base which was a challenge since most of TF2's levels (especially KOTH) are linear open areas sectioned off by interior chokepoints. Overall there are 3 main paths to the point and an increasingly larger level of veticality as the player gets closer to the point.

As the player goes deeper into the level making their way past elevators, break rooms, and check-in counters, the facade gives way to a secret rocket launch facility. RED and BLU must fight over the rights to launch the rocket towards.