THE GAME CUSTOMIZATION NETWORK: FPSB | RTSB | RPGB |
Help Wanted: Texture Artist @ Energy Studios (See All) | SUBSCRIBE
 
 






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)
Added by...
Key Authors
warban
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.

-------

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.

-------

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.

-------

Any sort of feedback is welcome.

DOWNLOAD
(10 mb)
Feedback
Page of 2   1 2 Next Page
2 years ago
Neo_Bahamut_19



Uploading this version now


Bananite
2 years ago
chrom666



Notes: waiting for the final

Bananite
2 years ago
blobus



Notes: too many beta !!! but it s cool :D

Bananite
2 years ago
Command & Conkher



This map rules!

Bananite
2 years ago
Aztek



Awesome map warban...kepp up the good work

Bananite
2 years ago
warban



Ok iv though about it and will do. Got to reprogram alot of the triggers. But iv started testing around with it and hopefully i can get it down.

Bananite
2 years ago
Neo_Bahamut_19



Make it a 3 stage map and I will put it on my server, but with a 24 player server, I dont think it would play well being as its so big


Bananite
2 years ago
DrHaphazard



Wow this map has huge potential. But while it kills me to say it, i think it might just be too big and too complex.

The bigger and more complex it is I think the offense will be favored very heavily. If the defense cant even find eachother to make a solid stand the offense will just run right over them.

I agree with Neo that you might wanna just go for the staged apporach for this one. Even in 3 chunks it might still be too big for all but the 32 person server.

All that negativity aside though I think this map looks amazing layoutwise in parts and clearly a lot of work has gone into it. I cant wait to see further iterations and hopefully i can find a server running it with enough people to make it fun.

A cheese, or an anvil.
2 years ago
warban



Thanks for the comments so far. Looking for criticism about the map, Since its my first attempt i'm interested in hearing what people think

Bananite
2 years ago
Cleav420



Looks good gonna try it.


.:{Sac_Town}:. Represent
12 records
Page of 2   1 2 Next Page
Add Feedback
Please provide constructive feedback and adhere to FPSB's Posting Rules.
You cannot post yet! Get involved on FPSB by posting your thoughts. Give authors your feedback to help them develop. To post in this submission register or login
Assessment
You cannot assess yet! Moderating FPSB is in your hands - when you assess a submission your vote determines its success or failure. To vote on this submission register or login
User Rating [+]
9.2/10
bScore
9.20/10
Stamps
This Map in a nutshell...
You cannot stamp yet! Stamps let you apply characteristics to submissions to help others understand them. To stamp this submission register or login.
Amazing & Fun
Added by...
warban
OFFLINE
Bananite

Drudge
284 points

No EF
0 exemplary posts

Graduate
Joined 28 Nov 2007

Member
Vote for Studio
Like this Map? Vote warban for one or more monthly awards.
You must login or register to access this module!