Caper

Caper rc7

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Caper rc7

Farming

A domination map by abp where team spawns depend on control point ownership.View attachment 165532
Map by abp
Gamemode logic and crewmate by Emil
Inspired by the map cp_tcdom_vert by Vert
Author
Another Bad Pun
Downloads
4,016
Views
4,297
First release
Last update
Category
Territorial Domination

More downloads from Another Bad Pun

Latest updates

  1. VSCRIPT Update

    Gamemode logic now handled by VSCRIPT Polish
  2. b6b

    Fixed waterbug
  3. rc6a

    Fixed map photos not loading Fixed lighting bugs Spectator camera viewing permissions are now tied to point ownership

Latest reviews

Genuinely just a fun and well-designed TCDOM map, layout wise. Really shows that the mapper cared about the gamemode they were trying to create. The map has some very satisfying combat arenas except for *maybe* C? It's really dependant on your team's structure. To be fully honest, I would like to see a Deathmatch version of this map at some point. It's just fun to run around and shoot people on Caper. Detailing's well-done, the gameplay flow is mostly good, it's hard to complain unless your team is really bad. 9/10.
Played this in TF2 Classic, and thought it was ambitious, confusing, but enjoyable with potential. Territory Domination makes clever usage of randomized spawn points and spawn rooms that switch owners mid round, similar to Territory Control (which is not just tc_hydro). This complexity haunts first time experiences because the map makes little effort to guide players anywhere.

One critique I have would be the lack of a neutral color palette, which Hydro uses. Caper appears to rely on exotic colors like purple, green, orange, yellow, dark brown, and even red (a team color) to identify territories. This was baffling in my experience, because as a player I use the walls to identify a team's territory. It was like walking through a rainbow, and in the end I didn't memorize the layout via colors, but by a mental top down view.

I appreciate the letters to mark territories, although on B there were A signs on the wall, confusing me which point I was on. I think they need an arrow to go along the letter to show it is guiding you to there, not claiming this place is that. Gravel Pit C is a good example standing from the tower, I'm not confused which letter point I'm on.

And once all this confusion was gone, and I spent time learning the map, it was like cp_standin with moving spawn rooms. Rounds go quick (sometimes), some rounds end with one team holding 2 points and winning by advantage at time end. And I like the triangle layout, which makes the "mid" fight new each time. You get very little time to assess where you're going though because they are decided as soon as you can move.

Sometimes teams would circle around each other, one caps the neutral point, the other caps that team's first spawn. It could be a tactic, but more likely nobody knew what just happened. There isn't a territory control board to show you which points are initially active either (which is understandably not available).

Overall, I like this map and I want to play more of it because of its novelty and ambition, but it doesn't come across as polished.
good map
What a hidden gem of a map. Extremely well done and complex with super cool map geometry, plenty of flanks and not too aggressive sniper sightlines
Played this in a playtest a week or 2 ago. It was very fun, though it kinda got stale by the end of its run in the test. I'd love to see this map get finished as I like its layout and the detailing you've already done on the map is really cute! (Respect for Domination!!!!)