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cp_beach_invasion
A remake of the classic RTCW map beach
Added by...
Boneyard
Author(s): bones
Did you create this? Request ownership
Category: TF2 > CP
Tags: beach, rtcw, wolfenstein, capture
Author's Readme/Notes

23rd June '08 - cp_beach_invasion

- Added second exit to Lower red spawn to stop spawn camping
- Added cover to second exit of forward blue spawn to prevent spawn spammage!
- Improved signs
- Small cosmetic changes

16th December '07 - FINAL!

- Forward spawns working
- 3d Skybox added (very basic)
- Some visual changes, skybox, texture changes etc

Big thanks to those who have had this running on their servers including k?tHx Clan (217.163.31.65:27015), and crazy chickens BFL custom madness (193.93.46.69:27015)

Hope you enjoy it :-)


29th November '07 - Beta 6!!

Finally got to play test it and found a few bugs, which are now fixed hopefully :)
- Round timer is working, set to 15 mins
- Turret exploit fixed
- Few textures fixed
- Doors added to blue spawns


29th November '07 - Beta 5

Right added a map timer, clearer textures in basement and MORE signs pointing to Cap Point C :-P

Also added Barb wire to the top of the main wall, which causes damage.

Theres still problem with the Blue forward spawn at the front bunker which i am yet to overcome.


23rd November '07 - Beta 4

Added Doors to red spawns, fixed ladder bugs, created forward spawn room for blues once Cap Point 1 is taken. Fixed checked beach texture. This should be the last verson for a while.


22nd November '07 - Beta 3

Just a few minor changes, clearer signs pointing to Cap points


22nd November '07 - Beta 2

Added Random Health and ammo


21st November '07 - Beta 1

cp_beach goes beta! Capture points are fully functional, some cosmetic improvements. Theres something gone wrong with the blending and theres a nice checkered effect on the beach, other that that everything is fine. Working ladders now in place.

please download give it a try.



*** 20th November '07 - Alpha 2 ***

This is cp_beach (Alpha2) still contains no Capture points, doors on spawns, random health and ammo pickups.

thanks to JK30 for giving me permission to use his CSS map as a structure

Added: 11 months agoModified: 4 months ago
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Feedback (47)
Page of 5   1 2 3 4 ... 5 Next Page
crazychicken .
(O>)Y2M
Posted 4 months ago
Posted by crazychicken

Ill just write this in case you want a resource for all the stuff we talked about before :)

-Staircase to lead down into C
-A Vent System into wall to lead into one of these new corridors close to C
- Sewer System leading to maintenance area under B with a staircase going down where the crates are by the Vent entrance. Exit to come out on the coast.
- A New exit for Forward blu spawn heading into the building and so avoiding the trenchses and spawn problems
- Blu (and red?) forward spawn doors to allow teammates back inside
- Puddles and crates inside the trenches to allow exit for all classes and to add realism
- Big bad ass Artilelry Pieces :P
- Pyro Flare effects and smoke on beach
- Trees and birds
- A new room maybe in the trenches
- Make C bigger with more room to move about and include more computer and projectors etc to give impression of war room.
- Clearer signs at head height
- More props and effects (steam) throughout map
- Vent goes back to being a crawlspace with 1 or 2 dim red lights
- FPS Optimisation
- Award time for captures

looking forward to improvements to one of the best maps out there

Boneyard .
SausagesY2M
Posted 5 months ago
Is the spawn killing still a problem even on the newest verison i made you, with the second exit to lower red spawn and extra cover on blue forward spawn?
- Sausages
crazychicken .
(O>)Y2M
Posted 5 months ago
After playing this a lot on my server for a long time, the spawn killing problem is really quite bad now people know the map
Termaximus .
In Tf2, winning > points > living.Y2M
Posted 8 months ago
Pros: Pretty nicely detailed map.
Cons: Too confusing and I do not like remakes.
Improvements: As another user wrote add some arrow signs b/c this map is confusing.
- In Tf2, winning > points > living.
crazychicken .
(O>)Y2M
Posted 8 months ago
Its also possible for a demo man to get on ground above doorway at b. its hard to shift him
.
Guardian Of The Acid Milk ::: Im A RagerY2M
Posted 8 months ago
After several months of playing this map on my server I have to say that there is one MAJOR flaw with it, this flaw causes people to leave my server quite quickly, people get lost... There is NO signs indicating where to go, just a sign over a door here and there, nothing pointing to A B C for the people on red, I am removing this map from my server as of right now...
crazychicken .
(O>)Y2M
Posted 9 months ago
:) ive pld it a lot

added a few more things
Boneyard .
SausagesY2M
Posted 9 months ago
Wow excellent feedback mate :) i will take all your observations and do my best to implement them into the final final version.

Thanks alot
- Sausages
crazychicken .
(O>)Y2M
Posted 9 months ago
There are fps issues, more so in this beta i think, final has minor issues only noticeable when server is full, i dont really like the new texture for the trenches as everything else is white and they dont seem to fit in that well. maybe add some mud and weeds and shading to old white trenches to make them look dirty and damp, the odd puddle would be cool too in the trenches. at moment doesnt blend too well

the red light in vent flashes way way too fast, i want to have a seizure everytime i see it, maybe make one light just flash 1 or 2 times every 30 secs and the rest are always on, you have to crouch to get past the lights in the vent, maybe just make the light appear with no actual light object, like vent in de_prodigy i think. i thought it was more fun having to crawl there in the dark, felt sneakier. maybe old size with 1 or 2 very dim red lights to give it a spooky old forgotten about feel. the sound is still very loud in the vent even when crouching, if possible get rid of it? red can see your shadow anyway when youre in the vent from c. its ok some of the vent being dark, just at the intersection a light is needed tbh

maybe move the sign for c near b to on the wall instead of above the door with an arrow on it to point to the staircase as its blocked from view by the netting at moment and nobody new to the map has a clue how to get to c, or put one of those control point signs near it

add some objects in barren parts of map, a few trees and grass on ground above trenches? some computers big maps of the world and stuff to c to make it look like a war room, boxes and puddles in trench system, and some props in other parts of map and rooms to give room a bit of character etc

the concrete pipes on the beach are solid and u cant shoot thru the holes, not a big deal now forward spawns are there

you cant shoot through the holes on the fence that lines the top walkway taht joins red spawn to b. bit annoying as rockets cant hit incoming red players when youre trying to cap b

adding some boxes in trench near forward spawn point so blue can jump up out of them instead of trying to time it on the door closing to lift them out would be cool

blue can get in red forward spawn too, not sure about the main spawn

can you make the ground above cp 1 a bit less steep, as its quite tricky to jump onto that roof, you have to run along the side of it to do it

(maybe) move some netting over the trench exit of forward blue spawn so a demo man cant sticky it and sit on the ground above the trench so its impossible to kill him, 2nd exit means this isnt so bad. this 1st spawn door into the trench also wont open when u try to go back in i tfor ehalth which is pretty annoying

the red forward spawn door also gets tuck sometimes so maybe a s2nd exit? possibly further down wall or opening up on that lttle roof/ledge above it as that door gets camped sometimes by blue. an engi can solve it with a teleporter built ion the inside

maybe add a blue wall or picture to end of sea so it isnt just a blank space?

theres a small ledge at bottom of ladder from red spawn which looks like a mapping error its so small

the noticeboard at a isnt stuck to wall

the battlements sign at red spawn 2 is blue not red



awesome map tho overall
Boneyard .
SausagesY2M
Posted 9 months ago
Ok i have fixed the issues in the water, and now the forward spawn is also blocked to red team.

I have this new version running on this server in rotation with cp_wolf (another classic RTCW map)

217.163.31.65:27015

it'll be up for a couple of days would be great to get some play testing done if some of you guys couldn't mind.


Before i upload it here, i really want to get the bloody thing optimised as there are definate FPS issues in parts of the map :(
- Sausages
Page of 5   1 2 3 4 ... 5 Next Page
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Details
The nuts and bolts.
Release: Final
Version: Not Specified
Filesize: 6 mb
Players: 32
Time of Day: Twilight/Dull
Textures: Standard
Meshes: Not Specified
Environment: Indoors, Outdoors
Map Size: Medium
Effects: High Dynamic Range(HDR)
Classes Available: All, Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Medic, Sniper, Spy
Added by...
Boneyard .
Sausages
Ranked 4443rd ( 9) with 312 points.

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