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cp_switchback_b5
Added by...
Author(s): Thriftwood
Category: TF2 > CP
Tags: day, large, big, cliff, cliffs
Author's Readme/Notes

Description: CP style with 5 control points.

b5:
-Many cosmetic changes

-Small healthpacks added to ground of 2nd CPs
-Medium healthpacks added to the silos in the middle
-Last CPs take 2 seconds to cap vs previous 3
-Middle cap time adjusted
-Window opened over last CPs from the covered walkway route.
-Progressive spawns for owning Middle moved back slightly to hopefully move the action back towards the middle instead of the 2nd CPs
-New stairs at each team's 2nd CP to get to top of middle building from the other side.
-More cover added to middle building

Map Name: Switchback
Author: Kyle Anderson (Thriftwood a.k.a. Leviathan)
Email: Thriftwood@gmail.com
Steam: http://steamcommunity.com/id/leviathan
Compile Date: 2/7/08
Added: 4 months agoModified: 3 months ago
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(10 mb)
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Feedback (19)
Page of 2   1 2 Next Page
crazychicken .
(O>) | Y2M
Posted 3 months ago
I still think the respawns arent in best places. you should spawn at the 2nd cp once its capped so the battle is around the middle cp, at moment its such a long walk from cp1 to cp3 that it gets dull

It's a very nice map but it's let down by respawns imo. teams should start out now only owning one cp each, then cap the 2ns and spawn there from now on and fight for 3rd
AI|Chicky .
www.clan-ai.com | Y2M
Posted 3 months ago
Pros: Nice layout. Map looks great.
Cons: None that I can tell immediately.
Notes: I'm going to try the map out on my server and see what people think. I'm not a huge fan of these types of maps, but this is well laid out. Let me know if you release another version.
crazychicken .
(O>) | Y2M
Posted 3 months ago
Nice map, plays like granary. could do with more signs to cps

the main issue i think is the forward respawn is unbalanced, whoever gets middle cp starts so far ahead of the other side they will never lose the middle cp again again
Kithas .
Cartographer | Y2M
Posted 3 months ago
Im glad thats the case
great map then
- Cartographer
Godling .
Bananite | Y2M
Posted 3 months ago
Had a great time playing this on our server during our weekly "Map Test Night" event. It's now in our regular map rotation list.

Initial response was split 50/50 but it's been growing on the regulars the past couple of days.

Great work.
- Bananite
Thriftwood .
Howdy | Y2M
Posted 3 months ago
The problem is with your decompiler. I've used nodraw on pretty much every surface the player can't see (my next beta will have more nodraws for the areas I missed).
- Howdy
Kithas .
Cartographer | Y2M
Posted 3 months ago
Ok it might just be the decompiler i used but when i opened it up to take a look i noticewd one thing that bothers me severely
there is not one single nodraw texture used period
if this isnt just my compiler then you seriously need to go back and fix that, it shouold have been done in the first place

otherwise great brushwork and horrible optimizing
- Cartographer
Snipergen .
Bananite | Y2M
Posted 3 months ago
Dude, nice map but some really REALLY not forgivable things:

Blue cp: a red light behind the fence :x

The tapers on the wall on the last screenshot lol.

Last screenshot looks a bit rushed, since the rest looks so beautifull :(
- Bananite
Varadero .
Bananed | Y2M
Posted 3 months ago
Nice work, looks really well done.
Godling .
Bananite | Y2M
Posted 3 months ago
Going to checking this out on our servers weekly "Map Test Night". Looking forward to it and thanks for the update.
- Bananite
Page of 2   1 2 Next Page
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Details
The nuts and bolts.
Release: Beta
Version: 5
Filesize: 10 mb
Players: 32
Time of Day: Day/Light
Textures: Standard
Meshes: Standard
Environment: Indoors, Outdoors
Map Size: Large
Effects: Volumetric Fog
Classes Available: All
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Assessment
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User Rating [+]
9.2/10
VWAR Rating
9.58/10
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