Multi Stage Dune (CP) [B11] 11.2.0
Duke it out in the dunes for gravel-goodness... and oil, there's that, too!
Duke it out in the dunes for gravel-goodness... and oil, there's that, too!
Amidst the windswept Arabian dunes, RED has masked a massive missile site within their oil and rock mining operation. Inspired by classic TF2 and Counterstrike's Dust map, this three-stage attack/defense fortress challenges BLU to advance through control points (A-D) before confronting the pivotal point E.
Gameplay Highlights:
I have a community server themed around vanilla TF2: the SMIZZ Vanilla server. It contains older custom maps (along with mine), and improved TFBots. The IP for anyone willing to join: 209.192.176.10
Amidst the windswept Arabian dunes, RED has masked a massive missile site within their oil and rock mining operation. Inspired by classic TF2 and Counterstrike's Dust map, this three-stage attack/defense fortress challenges BLU to advance through control points (A-D) before confronting the pivotal point E.
Gameplay Highlights:
- Stage 1 (A/B): BLU launches their assault against RED's initial defenses, navigating through a data center and some industrial machinery.
- Stage 2 (C/D): Cutting through a shipping warehouse, BLU confronts stronger defenses as they push to clear RED from the fortress' front entrance and bunker.
- Final Stage (E): The sands shift at RED's launch site, where BLU aims to secure victory by holding this impactful position. BLU must cap the point seven times, meaning they'll have to defend their new turf from RED, while RED must counterattack their lost turf.
- Every BLU capture, respawn waves will decrease, and RED will forcespawn to counterattack.
- At 0 BLU captures: BLU respawn waves are 7, while RED's are 9.
- At 1 BLU capture: BLU respawn waves are 7, while RED's are 8.
- At 2 BLU captures: BLU respawn waves are 6, while RED's are 6.
- At 3 BLU captures: BLU respawn waves are 6, while RED's are 5.
- At 4 BLU captures: BLU respawn waves are 5, while RED's are 3.
- LDR and HDR support, in both lighting and cubemaps.
- Should be a nav file packaged into the map's file thanks to CompilePal.
- Runs on average at 60-200 fps.
- Packed-in menu photos and briefing description which supports all languages provided in TF2.
- Compressed BSP size, again, thanks to CompilePal; goes from +60MB to +20MB.
I have a community server themed around vanilla TF2: the SMIZZ Vanilla server. It contains older custom maps (along with mine), and improved TFBots. The IP for anyone willing to join: 209.192.176.10