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Multi Stage Dune (CP) 19.2.0

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 Team Fortress' Dustbowl and Counterstrike's Dust map, this three-stage attack/defense fortress challenges BLU to advance through six control points, all ranging from wide-open to cramped. Can the teams adapt?

Gameplay Highlights:
  • Stage 1 (A/B): BLU launches their assault against RED's initial defenses, looking to hijack their comms to locate the nearest RED fortress.
  • Stage 2 (C/D): Cutting through a shipping warehouse, BLU confronts stronger defenses as they clear RED from the Complex in hopes to find the whereabouts of RED's rocket fortress.
  • Final Stage (E/SKULL): The sands shift at RED's launch site, where BLU aims to secure victory by backing them into a corner at the Dune Station.
Misc Features:
  • 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 100-200 fps.
  • Packed-in menu photos.
  • Compressed BSP size, again, thanks to CompilePal; goes from +60MB to +20MB.
Expect drawn out stalemates, a handful of chokes, and crucial team coordination during this back-and-forth war on oil. If any feedback can be provided, since I do intend on uploading this on the workshop as a serious submission, and by extension my first very important map, it would be much appreciated!

Screenshot previews may or may not be up-to-date, so keep that in mind.

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
Author
Padre Snowmizzle
Downloads
3,663
Views
3,663
First release
Last update
Category
Attack/Defense CP

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Latest updates

  1. b19d Patch

    Updated some respawn times and capture times to reflect what b18 had; want to try those timings in this map iteration at least. I also added some more health/ammo between point E and the final (skull) point, and sealed off a route from RED spawn...
  2. b19c Patch

    Adjusted some spawn times across the map; updated the file name so TF2Maps can test it proper, my b.
  3. Minor b19b Fix

    Alright, BLU's second forward spawn was borked, so for the time being, it's gone. May add it back at a later date.