A custom map for Team Fortress 2
- koth_occult_rc6.vmf is used for compiling the level.
- koth_occult.vmm is used for editing the level.
All the asset dependencies (models, textures, etc...) are included in the tf folder.
The recommended parameters for vrad.exe are: -both -final -StaticPropLighting -StaticPropPolys -TextureShadows
I ask that offshoot maps created from these files don't use any of these naming schemes: "koth_occult_rc*", "koth_occult_final*" or simply "koth_occult".