Lakeside

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Lakeside
Koth lakeside.png
Basic Information
Map type: King of the Hill
File name: koth_lakeside_final
Released: February 24, 2011 Patch
(Community Map Pack Update)
Variants: Ghost Fort
Developer(s): Valentin "3DNJ" Levillain
Map Info
Environment: Egyptian
Setting: Daylight, sunny
Deep Water: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×6  •  Mediumhealth.png ×2  •  
Largehealth.png ×1
Ammoico.png Ammo Boxes: Smallammo.png ×4   •   Mediumammo.png ×2   •  
Largeammo.png ×1
Map Photos
Loading screen photos.
Map overview
Lakeside overview.png
Map Stamp
Item icon Map Stamp - Lakeside.png
Supporters Leaderboard
In 2630 BC, the ancient Egyptians hauled up massive amounts of stone from this dig site for their pyramid-shaped tombs. Now, millennia later, honor their effort by filling those tombs to brimming with bullet-riddled, shrapnel-filled corpses in this fast-paced King of the Hill map.

Lakeside is a community-created King of the Hill map added in the Community Map Pack Update. It is set in an ancient Egyptian temple along the shore of a large lake.

Locations

Note: If you are having trouble with finding the locations listed here, see the Helpful overview section to see their exact position marked on the map.

  • Spawn: The area where each team spawns has one Resupply Locker, located inside a fairly large room. At the front of the room are two doors on both sides that lead to the Team Courtyard.
  • Team Courtyard: Each team has an area immediately outside of their Spawn that is connected to the rest of the map via three pathways.
    • Scaffolding: The left/right pathway out of the Team Courtyard, it leads to the Health Room and the ramp that accesses the Fort.
    • Chiseled-Sandstone: The middle pathway leading out of the Team Courtyard.
    • Winding Tunnel: The right/left-most chokepoint is a tunnel dug through a natural rock formation. The Winding Tunnel has two small health packs in it, right next to each other.
  • Fort: A large, elevated stone structure that overlooks parts of the control point from its balconies. A wooden bridge connects it to the Winding Tunnel while a wooden ramp connects it to the Scaffolding. Found atop it are two small ammo packs and a small health pack. Directly next to the Fort is the Health Room.
  • Health Room: A small, concealed room located on the far left/right of the map, containing a medium health pack. It is partially shielded from the control point by a wall.
  • Ammunition Room: This a small tower to the right/left of the map, on the opposite side from the Health Room, containing a medium ammo pack. To its left/right, there is a large, flat, elevated area made out of sandstone that connects seamlessly with the Fort and the Winding Tunnel, and leads into the Water Temple.
  • Water Temple: A large temple with a small pool of water in the middle of the room. The water is below floor level, and there is a small podium in the middle with a large health pack on top of it. The Water Temple's left/right side exit leads to the control point.
  • Point: The sole control point is located in the middle of an elevated sandstone structure surrounded by two large obelisks. The two obelisk, coupled by a metal sheet, shield the control point from the Forts. In addition to the Water Temple exit, the control point's elevated position can be reached via four stairs (two on each side). The area between the control point and the Forts is flat and without any cover. To the left/right of the control point is a giant sandstone archway facing the direction of the Water Temple, but located on the other side of the point from it. It hides a large ammo pack beneath it.

Helpful overview

Lakeside's locations
1.Team Courtyards
2.Scaffolding chokepoint
3.Sandstone Archway chokepoint
4.Winding Tunnel chokepoint
5.Forts
6.Health Room
7.Ammunition Archway
8.Obelisk
9.Water Temple
Red diagonal lines: Red spawnroom
Blue diagonal lines: Blu spawnroom
Green circle: The Hill/control point

Strategy

Main article: Community Lakeside strategy

Control point timing

Control Point Multiplier Seconds
Control Point ×1
16 .000
×2
10 .667
×3
8 .727
×4
7 .680


Update history

February 24, 2011 Patch (Community Map Pack Update)

  • Added Lakeside to the game.

July 10, 2013 Patch (Summer Event 2013)

  • Fixed rockets passing through terrain near the capture point.

September 10, 2015 Patch

  • [Undocumented] Added saucers and posters to Lakeside.

November 25, 2015 Patch

  • [Undocumented] Removed Saucers and Posters from all maps.

Changelog

This is the changelog of the map before it was added to the game.
Changelog:
Changelog A1 (November 19, 2010)
  • No sound yet.
  • Fast clipping, essentialy to avoid peolple go outside the map.
  • Full compil.
  • Fast opti, only areaportal at the moment.
  • I take a little more time to work on the red spawn.

Changelog A2 (November 25, 2010)

  • Added a lot of func details, areaportal windows, hint, fade distance and occluders (runs always at 60 fps on my machine)
  • Added some cover in several place and especialy around the point to avoid sniper being very powerfull.
  • Added some details in spawns (dont take a look at the flying crates ^^) and in the temple
  • Now the colorcorrection should work.
  • Added capture zone signage
  • Added soundscape (but very wip atm)
  • Added a lot of clip but there is probably a lot of work over there yet.
  • Increased brithness in indoors area.
  • Fixed a lot of feedback from tf2maps playtest.

Changelog B1 (December 3, 2010)

  • Added a lot of details.
  • Added wood "stairs" on the sides of the main temple.
  • Some geometry modification like the 2 narrow doors.
  • Make the main way more covered from snipers.
  • Improved soundscape.
  • Fixed a lot of feedback from tf2maps.
  • The team blocking volume at spawn are better placed.
  • Reduced the cap time from 5 secondes.
  • Added an observer point.
  • Added a platforms for scout jump in the middle.
  • And more things...

Changelog B2 (December 6, 2010)

  • Team are switched (design choice)
  • Fixed problem with 3Dskybox and added more detail to it.
  • The floor in the temple is higher now.
  • Added another platform for scout jump.
  • The capture zone is bigger now.
  • Capture delai has increased from 30 to 35.
  • Capture time has decreased from 12 to 8.
  • Added "Nile Archaeo" "Red Raiders" and "NJ Production" signs.
  • Added Earkham rock pile in several places.
  • Added a missing lamp in cave.
  • Water is no longer custom, now it's Well water.
  • Skybow water limit is less visible (btw water is cheap and move to fast in this version).
  • Cicada sound is no longer annoying.
  • More clip.
  • More optimisation.

Changelog Rc1 (December 13, 2010)

  • More details.
  • More optimisation (especially with lightmap).
  • Fixend a blu func_respawnroom in red base.
  • More clip.
  • Fixed some visual defects.

Bugs

  • Some buildings may appear translucent or invisible, this is because they use a 3D Skybox to render the prop.
  • Players can get stuck on the wooden frame exiting from the Winding Tunnel. This is because part of the tunnel displacement extends into the wooden frame. The only way to escape is by dying.
  • Rarely, players can "float" on the hieroglyphic walls if they rub against a specific section of them. They can also walk on a section of the Obelisk walls, despite no visual surface to walk on.
  • In the spawn room, players are able to build Sentry Guns and Dispensers through the boarded up window near the Resupply Locker.

Trivia

  • This map has the same hieroglyphics on the walls as the Attack/Defend map Egypt. These include a Heavy with his Minigun, a Sapper, two small Sticky Bombs, a large Sticky Bomb, a level one Sentry Gun, the Backstab symbol, a simplified Demoman face, a crocodile, an Übersaw, a Soldier (sitting down), the Team Fortress logo, a hamburger and what could be construed as a Pyro (mainly because of an axe-like protrusion at the front of a silhouetted figure).
  • During development, Lakeside was originally intended to be named “Sobek” due to people disliking it's original name. [1]

Gallery

See also

References

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