Ads keep us online. Without them, we wouldn't exist. We don't have paywalls or sell mods - we never will. But every month we have large bills and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3

pl_beerbowl - A Mod for Team Fortress 2.

A 4 Capture Point Payload Map

Current Revision: Beta 6c Authors: Paul "NightHawK" Biglete and Ed "thespectator" Devera FITH Gaming: www.FITH.co Email: pbiglete@gmail.com Beerbowl is a 4 capture point payload map like badwater, consisting of a cart filled with explosives and beer kegs. In addition, the final capture point has a giant beerbottle that, when capped it will drop and shatter. Beta 6C Teaser: http://www.youtube.com/watch?v=d4yN2vkx4QQ There is a custom cart: http://i.imgur.com/vRYQ1.png This map is on server rotation at FITH GAMING: 8.9.15.12:27015 Plans for the hopefully the final beta version (Beta 7) and future final version. -Redesign the final point, to satisfy both attacking and defending parties. (I'll do my best.) -Finish the map and crank out a final version in 5-6 years. (Maybe soon if I have time.) My thoughts on the Speed Boost: -Testing beta 6, its a fun mechanic, and it has not proven to be overpowered yet. I can always remove it, if it seems to broken for the game. (The benefits of still being in beta. :rolleyes: ) -My goal was to encourage more cart team pushing. Previous Version: Beta 5a: https://dl.dropboxusercontent.com/u/3343364/Maps/pl_beerbowl_b5a.rar ______ If I have some free time, i'll put some explanations for the new changes I made. Changelog: June 6th, 2013: Beta 6c (Not the full changelog but, has the main changes on it.) Changelog from Beta 5a to Beta 6c: Payload Cart: -Speed Boost (200% Faster) - 5+ Players on Cart -Increased Healing and Ammo regen after capping CP#1 and CP#3 (LVL 2 Dispenser and LVL3 Dispenser) -New Payload Cart Model - Cart now moves an like an actual train. -New Payload Cart Animations - Wheels Turn and Falling Animation -Increased Base Speed by 5% -In Speed Boost, Cart becomes a weapon, rocket trails ignite players and front becomes a ramming powerhouse. Map Changes: -Drastically change pathways toward the final control point. I wanted remove the cold spots (Underused player area) in the map and bring them "warmth." Meaning new paths are easier to get to. -Significantly improved optimization, FPS Boost guaranteed. -Added more players clips to the map, reducing players from bumping into small Wood Trimmings. -Added Arrow Signs that pop up in the beginning of each round. Gameplay & Balance: -Reduced Addition Time on CP#1 and CP#4 by 15-30 seconds, because of the new speed boost and increased regeneration. -Reduced RED Spawn Wave Time by 2 seconds. (Doesn't affect servers with a custom respawn times.) -Changed Some Ammo and Health Pickup locations -Removed the Dropdown Vent Path on the final point. -Redesigned some areas that were problematic to the balance. -New RED "Elevator" System (Final Point Spawn) Other Changes: -Filesize Marginally Smaller -Added Color Correction (Slightly more Vibrant) -Adjusted HDR Settings -Reduced Number of Cubemaps -Removal of unnecessary things. Bug Fixes: -Fixed Payload Camera Bug -Fixed Various Exploits Known Bugs: -Rare, Second Piece of Cart can be "detached" by being blocked by a player somehow. (I tried to replicate it, but can't seem to do it. ___________________________________________
Login or Sign up to access this!
Login or Sign up to access this!

Files

Comments

No comments yet!

Embed

Share banner
Image URL
HTML embed code
BB embed code
Markdown embed code

Credits

Key Authors
Paul
Main Mapper / Concept Artist
Ed
3d Modeler / Concept Artist

Submitter

Login or Sign up to access this!
Login or Sign up to access this!
Login or Sign up to access this!

Game

Login or Sign up to access this!

Category

Sub-category
Payload iconPayload
Super-category
Maps iconMaps

Tags

Details

Version
B6c

License

Share

  • 6
  • 3.7k
  • 15.1k
  • 5
Login or Sign up to access this!
arrow_back