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Map Details
Release: Final
Version: Not Specified
Filesize: 21 mb
Players: 32
Time of Day: Night/Dark
Textures: Custom
Meshes: Custom
Map Size: Medium
Environment: Indoors
Effects: None/Not Specified
Classes: None/Not Specified
Devnotes
Hammer
Photoshop
Max
GoldWave
toystore
Added by...
Key Authors
kev_boy
Category: TF2 > Control Point
Tags: toystore, building, new york, rats
Added 2 years ago - last modified 2 years ago
6,738 views, 1,100 downloads, 29 comments, 0 favorites
Author's Readme/Notes:

Storyline:

Santa Claus has made beautiful BLU Team Fortress 2 action-figurines to stock up this little toystore, as he saw RED ones were already in the store!

The corporate suits stole his work and just gave them a lick of RED paint to by-pass copyright laws. Santa, nor his BLU buddies, will stand for this! Santa has many more toys to deliver to many more homes so he must leave BLU on the roof he came on... to do the dirty work.

Gameplay:

A fairly unique vertical design, with BLU spawning on the top of the building RED spawning at the bottom and the middle are the battlements that have three capture-points, the team who gets all three unlocks access to the enemy's CP point to try and win the round!

Background:

It's set in New York City in 1969 to reflect a dying breed of toystore in an ever more technological world. It's a toystore owned by a proprietor and his wife who live on the floor above. They are Dutch immigrants.
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12 months ago
WebFusion



Tried running this map for the holidays. unfortunately, it crashes the server on roughly every win. Tested it on a vanilla server same thing. Definitely NOT related to sudden death, as it crashes during regular wins as well.

This map should really be taken down until it is fixed.

Bananite
2 years ago
Sean of the Dead



Pros: u roxxorz kev_boy!

Goyeyn yw Kernewek!
2 years ago
crazychicken



The best thing you could do to this map is to make it 2 stages. so the first stage is the 3 cps on the first floor with blue coming down from roof. when they win then 2nd stage loads and the battle for ground floor takes palce. add vents and paths taht lead out on to the top of the counters/shelves/train track please

i would also strongly suggest you either hard code low grav into map or make pathways so people can get onto the shelves and toys and beds etc as its not fun getting to a cp only to not be able to cap it

making something difficult doesnt mean it has more depth, i honestly have no clue how to get on the bed cp without demo jumping, 1 player did as scout but didnt know how and couldnt do it again even tho we spent 15 mins trying

this map is good but needs work on its gameplay until then noone is going to play it. please sort out the vents as i cant see shit in them. you migh thtink it adds character but runing into a vent only to end up coming back the way you came everytime as its so black you honestly dont know which is up or down isnt fun, its anoying also falling to your death is pretty lame, maybe add window ledge or something as another entrance. itsa a well made map noone is saying it isnt but it doesnt have gameplay, so it will never be played


(O>)
2 years ago
Kev_Boy



It sure does, 6 minutes and each capture adds 1 minute 30 seconds.

In Verts We Trust
2 years ago
Neo_Bahamut_19



Does it have a timer? please say it does XD


Bananite
2 years ago
Kev_Boy



Dear BowserKoopa,

I appreciate your and everyone else's honesty. But I have the right to disagree as much as the next guy, what just because I'm the mapper means I've got to blindly follow others' opinions? What would make the other players' views correct so 'an automatic'?

I ain't the one who's played it for 5 minutes only to conclude it 'ain't good' instead I was the person, who thought about every single decision and implementation with its associated pros and cons for several months almost every single day!

Have you ever stopped to comprehend the maps that take the time to look good are also the ones that, across-the-board, more time and effort was put into?

That includes design. Don't say a design is garbadge because of people's absolute inability to try and learn it! I want to know some the other maps you've binned because of this reason, I want to play them... they're likely bloody damn good!

I have not played science but snofort... it's a solid map but there is NOTHING NEW! The design is a straight rip from 2fort and aesthetically it doesn't do much new either. If you wish to play the same-old-same-old in a slightly different jacket, that's great, I can enjoy that too but don't rip on maps that do something new.

In Verts We Trust
2 years ago
BowserKoopa



I don't mean to completely flame you or anything, but this particular post by you really ruffled my feathers. It absolutely bugs the crap out of me when mappers 1) don't listen to criticisms from the most important people on fpsbanana (the players) and 2) when mappers try to justify either lackluster gameplay mechanics on their maps or poorly designed sections of their map.

I don't care if you have THE most detailed map in the world made, if it's not playable or liked by the community, it's, no offense, garbage. There are MANY maps out there that I thought looked great but had to take down because people on my pub server hated them. If you refuse to listen to the public, then so be it. You'll never see your map on any public server. The more you resist, the less popular your maps will become, making all that hard work you did a complete waste of time.

Personally, when I release my own map, I hope Chicky reviews it as honestly as possible. She's one of the few people in this community who has given forthright and honest opinions on maps. Are her suggestions the absolute best and only thing you should follow? Well, of course not, but many times I've agreed with her (as have players on my public server) and many mappers have implemented the suggestions that people like us have given.

Maps like cp_labor and ctf_snofort have become very solid maps because of the community. Just please try to listen to what people have to say. If you're one of those snobby artists who doesn't care about public opinion, then that's fine and I'm sorry that I've completely missed picking up on that.

I was really looking forward to trying out this map. But after the comments I've seen here and your poor attitude towards fixing issues, it's staying far away from my server. Best of luck to you.

Posted by Kev_Boy

Glad you finally got a chance to play it Chicky, however I have to disagree with all your points as they are no cons but merely issues of unfamiliarity.

No one wants to play a map that's hard to see because they're not familiar with it, not because it's bad. In fact it adds significant volumes of depth to an otherwise actually extremely boring light-setup which is seen in most custom- and all stock maps.

I know you like forward spawns and usually so do I but for this map, trust me, they're absolutely unnecessary.

One last thing is to say the map looks great is somewhat of an understatement, I've spent more time on my light fixtures alone than some other mappers have done on their entire map! ;)


Join the TF2 fun!! 63.209.36.152:27015
2 years ago
Kev_Boy



I can already hear people playing this map going "When is this map gonna start to make sense!" and then I'd reply: "Soon, baby."

You've got to give it more time to grow comfortable with it, I am partially taking blame for this because I tried to do to much all at once. Actually using some darkness like a man, then the rats-concept and not to forget the vertical flow which is highly unorthodox.

If I am to make another map for TF2...
I'll try to keep it a bit more standardised and simplistic :)

In Verts We Trust
2 years ago
crazychicken



This map is immense

the vents are insanely dark on the roof, i have no idea which way is up or down

also i dont know if this map is designed for low grav or not, you can get to cool places with low grav but cant use the vents on roof as you get shredded by the fan and cant move. if it isnt how the hell do you cap the bed cp

it was too big filesize and mapsize for my server and wasnt v popular, would like to see the second floor cut out and just the ground floor with access points to the tracks and buildings on normal grav

and like has been said, everything causing damage is ridiculous, when was the lsat time you walked past a plug socket and got electrocuted


(O>)
2 years ago
Kev_Boy



Glad you finally got a chance to play it Chicky, however I have to disagree with all your points as they are no cons but merely issues of unfamiliarity.

No one wants to play a map that's hard to see because they're not familiar with it, not because it's bad. In fact it adds significant volumes of depth to an otherwise actually extremely boring light-setup which is seen in most custom- and all stock maps.

I know you like forward spawns and usually so do I but for this map, trust me, they're absolutely unnecessary.

One last thing is to say the map looks great is somewhat of an understatement, I've spent more time on my light fixtures alone than some other mappers have done on their entire map! ;)

In Verts We Trust
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Amazing & Crazy
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Kev_Boy
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In Verts We Trust

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