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[Contest Entry WIP] cp_devilsbrew

Created 24th February 2009 @ 23:45

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Ezekel

screenshots and downloads:
http://forums.tf2maps.net/./downloads.php?do=file&id=1075
&
http://www.fpsbanana.com/maps/82236

images:
http://image.fpsbanana.com/ss/maps/82236a.jpg
http://image.fpsbanana.com/ss/maps/82236b.jpg
http://image.fpsbanana.com/ss/maps/82236c.jpg
http://image.fpsbanana.com/ss/maps/82236d.jpg
http://image.fpsbanana.com/ss/maps/82236e.jpg
http://image.fpsbanana.com/ss/maps/82236f.jpg

basically, the middle 3 CPs move locations slightly after being capped, to give the owner a slight defensive advantage over where it was prior to that team owning it.

all classes hae a function here. however engies will find that turtling with sentries isn’t always the best tactic. dynamically moving sentries forward will give better results.

scouts who don’t use the sandman will probably have more fun than ones who do, as there’s some nice double jumping opportunities on the rooftops.

there are 2 upstairs exits – the one that is at the front of each base, and a 1 way door that leads to the roof of the centre point. there are 4 downstairs exits to each base. 2 front doors, one large front doorwhich is only open when the nearby point has just been capped, and a door that leads to the centre of the map, but only when the team controls the penultimate point from victory.

finally: i moved away from forward spawn rooms, by instead implementing a much shorter route to the frontlines, but it isonly open when the 2nd last point has been captured. the result is the same as having a forward control point.

ikem

nice cant wait for screens! love the name

Ezekel

there are screens at the download link ;)

nothing spectacular yet though

Akill

an interesting concept. However it may be really hard to balance, this one could be entirely up to playtesting. Points that move further out of reach of re-capture may not be a feature favoured by clan players. However imo it decidedly depends on how the layout of the map works

Ezekel

screenshots and downloads of the 1st playable version:
http://forums.tf2maps.net/./downloads.php?do=file&id=1075
&
http://www.fpsbanana.com/maps/82236
(would put more shots on fpsbanana, so go to the tf2maps link for more pictures, but the edit button stops working if i add more than 3, i dunno why :P )

F2

Danmark

There are some weird things in this map, like you spawn just outside 1st and 2nd point, and the points move when they are captured. You are definitely thinking outside the box, the question is if it works in 6v6. It will be interesting to play this map.

Ezekel

version 1.0 is out now.
enjoy the pictures, and of course enjoy the map itself.

this is still beta, so there could be a few revisions before the contest ends

kolox

obs.

Last CP too hard to defend, doors that dont open are annoying, too many doors, not enough small hpacks / ammo

Sad Giraffe

Mani

For the good of mankind, please stop making maps Ezekel.

Ezekel

kodyl that was totally uncalled for.

Puppets

this map is a fucking joke like your last map, kodyl is right:
– the 2 seconds to mid is a joke
– the moving cps is a joke
-the map somehow doesnt have a proper working layout
-no clips that might make moving easier
-spawncamping is way too easy

Sad Giraffe

Mani

puppets that was totally uncalled for.

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