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Map Details Release: Final Version: Not Specified Filesize: 10 mb Players: 24 Devnotes Things that still need to be done:
* More displacements for the Rock areas.
* More lighting Checks. |
cp_tooltown_b10 (stable)
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| Category: TF2 > Control Point |
| Tags: attack and defend, blue attack, red defend, assault |
| Added 2 years ago - last modified 2 years ago |
| 2,628 views, 544 downloads, 14 comments, 1 favorite |
Author's Readme/Notes:
VERSION 10:
* Finally Fixed the crash error.
* Added some more lighting to some areas.
* Fixed a Clip box.
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Version9 changes
* (attempted to) Fixed a Prop that was crashing the server.
* Have redone The area above point 3. Should allow Blue to get closer to point 3 and create a smaller fight fire over the area
* Point 5 has been been given more cover for RED.
* Spawn for Blue at point 4 has been redone. Less chance for spawn camping.
* Red spawn for the last point Has had its Red spawns spread around to allow for less Spawn camping.
Version8 changes
* Improved fps.
* correct map name.
* 3 Rounds of game play. instead of the chain of 6.
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Description:
Control Point (CP's) map with 6 CP's where Blue is on the offense to capture a rocket at the end of the map.
Objective is for blue to move to forward thought the map capturing each point as they go.
Map has progressive spawn points though the map so there is little down time on getting back to the combat after a death.
It general layout is a defensive base in which there are several levels of security checkpoints.
Design feel and objective to each area:
Point one ~ Offensive push to the higher street. Blue starts inside a granary and garage and has several options for assaulting the street cap point
Point two ~ Offensive push to control the warehouse, At first blue is only able to attack from the lower front door or use the side passage to enter the warehouse from the red side. Though after dying blue respawns from a new spawn point in which gives access to the higher roof of the warehouse.
Point three ~ offensive push to control the lower pit outside. Blues first hard offensive point. They have 3 general attack options one of going directly down the center, another is to use a building on the left to try and gain cover, and third there is a tunnel in the second warehouse that leads down to the 3rd point.
Point four ~ offensive push to control the mine. From here the match has a respawn reset to allow red to regroup for defense on this point. It is also the first point in which red eng's are giving time to build up some defense before blue is let inside to attack.
Point five ~ offensive push to control the security bridge. Another point in which red is given some setup time. The point somewhat harder to attack but is very straightforward on design.
Point six ~ offensive push to control the rocket. In the center of the room is a rocket. Blue must get up into the rocket to capture the point. Again red is given some time to build up defense and respawn.
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Any sort of feedback is welcome.
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