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Map Details Release: Beta Version: Not Specified Filesize: 6 mb Players: 24 Time of Day: Day/Light Textures: Standard Meshes: Custom Map Size: Large Environment: Outdoors Effects: High Dynamic Range(HDR) Classes: None/Not Specified Devnotes Everything except the cows and burgers came from Hammer, the cows were made by a friend, Fishy and the burgers were made by Fade. |
stb_cowtown_b4
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| Category: TF2 > Other/Misc |
| Tags: stb, cowtown, cow |
| Added 2 years ago - last modified 2 years ago |
| 2,171 views, 236 downloads, 4 comments, 0 favorites |
Author's Readme/Notes:
The text file says a good bit about the map.
Basically, the Red Team is on offense, Blue on Defense (must run out time). Red must capture each intel in succession while Blue must Defend each intel. Whenever Red caps an intel the next one appears closer to the blue base and 5 mins (to a max of 12 mins) are added to the time.
Once the second intel is captured Red then spawns at the bridge and Blue then spawns back at their main base.
NOTE: tf_flag_caps_per_round must be set to 5 or higher in order for this map to function correctly!!!
(Teamwork is essential in this map)
P.S. stb stand for Steal the Bacon (didn't know what else to call it). Also, this map was heavily inspired by Hitman's Durandal from the HF Firearms mod and was made to pay tribute to many good times on that map.
Changes since the fileplanet mappack version stb_cowtown_beta:
-Added 50% more pretty to the map, there are no longer as many large expanses of boring walls.
-Added a second path for Red to take to help soften the wicked chokepoint leading to the bridge.
-Added a vent system from the upstairs side of the Red base that leads to the Blue door on the right side
-Added a window at the original tunnel-to-bridge chokepoint to allow Red to see if there is a sentry in the room leading to the upstairs
-Added dynamic flashing arrows (from Hydro) to give better indication of where to go, if you don't see arrows you may have gone too far
-Added vent system for the 4th intel location to allow Red to attack from multiple angles
-Removed some extraneous props and tidied up some geometry to help the map flow
-Added a wall to Red's building in the bridge area that allows people to walk past the large open window with safety while allowing Red snipers to still snipe
-There is an onscreen message system that displays each time an intel is captured, watch for it as it appears in the center of the screen
-Re-enabled the first capture zone in case someone accidently runs that far back with either of the last two intels
PLEASE LEAVE FEEDBACK, I HAVE NO WAY OF KNOWING WHAT PEOPLE THINK OTHERWISE!!!!!
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