Grack b13
Made by h3r1n6
http://archive.tf2maps.net/showthread.php?t=15932
Name is temporary (or is it?)
It's a 5cp map, intended for 6v6, and testing/balancing will be pretty much 6v6 only I guess. Pub feedback would probably be pretty useless here, constructive input is always appreciated though.
Pics:
1st is mid
2nd is 2nd
3rd is last
4th is overview
Concepts:
I want it to have faster rounds, so the team winning the midfight should have a decent advantage and good possibilities for pushing. However, it should also be possible to defend 2nd and last and to push out of those, so comebacks in rounds are possible (and the points that are not mid aren't pointless). Pretty much like badlands, which is a huge inspiration for this map. Actualy, pretty much like 5cp should play.
As for classes, main design is focussed on scout soldier and demoman. A good deal of vertical space to rocket/sticky jump, shortcuts and ways to flank for scouts.
I didn't design the map with a specific way of playing it (your heavies push this way, while the scouts hold that way) in mind, I rather focussed on making it play well, and giving a couple of options, which the players then should utilize into a way of playing the map.
Mid has a split up capture zone, which means you can cap on the platforms next to the tower in the middle. I designed it so it rewards aggression and taking hold of the cap zones, which should make it play well.
Second as a tower is for having vertical play. It is easy for the attackers to get on, but it only caps slightly faster than mid, and its easy to force them off again.
Last is split between 2 height levels basically, and forcing the defenders down on the point is a key aspect of attacking.
Development status:
It made it's way through a couple of versions in beta now, and the layout and gameplay is nearly done. Will have to figure out how to make it look nice though. It's decently optimized, although I was quite lazy and will do it a bit better sooner or later
Runthrough, demo rollout and solly rollout:
Thanks to:
Materials:
Creators of the construction pack
Sebastian 'Seba' Grus for the health overlays
Testing:
Tf2maps.net
BiG (esp. gachl and reload)
CaptainValentine
Chaos
Leftism
Old_grandma
Torden
Waxpax and his map test pug group.
Everyone else who tested/gave feedback.
Name is temporary (or is it?)
It's a 5cp map, intended for 6v6, and testing/balancing will be pretty much 6v6 only I guess. Pub feedback would probably be pretty useless here, constructive input is always appreciated though.
Pics:
1st is mid
2nd is 2nd
3rd is last
4th is overview
Concepts:
I want it to have faster rounds, so the team winning the midfight should have a decent advantage and good possibilities for pushing. However, it should also be possible to defend 2nd and last and to push out of those, so comebacks in rounds are possible (and the points that are not mid aren't pointless). Pretty much like badlands, which is a huge inspiration for this map. Actualy, pretty much like 5cp should play.
As for classes, main design is focussed on scout soldier and demoman. A good deal of vertical space to rocket/sticky jump, shortcuts and ways to flank for scouts.
I didn't design the map with a specific way of playing it (your heavies push this way, while the scouts hold that way) in mind, I rather focussed on making it play well, and giving a couple of options, which the players then should utilize into a way of playing the map.
Mid has a split up capture zone, which means you can cap on the platforms next to the tower in the middle. I designed it so it rewards aggression and taking hold of the cap zones, which should make it play well.
Second as a tower is for having vertical play. It is easy for the attackers to get on, but it only caps slightly faster than mid, and its easy to force them off again.
Last is split between 2 height levels basically, and forcing the defenders down on the point is a key aspect of attacking.
Development status:
It made it's way through a couple of versions in beta now, and the layout and gameplay is nearly done. Will have to figure out how to make it look nice though. It's decently optimized, although I was quite lazy and will do it a bit better sooner or later
Runthrough, demo rollout and solly rollout:
Thanks to:
Materials:
Creators of the construction pack
Sebastian 'Seba' Grus for the health overlays
Testing:
Tf2maps.net
BiG (esp. gachl and reload)
CaptainValentine
Chaos
Leftism
Old_grandma
Torden
Waxpax and his map test pug group.
Everyone else who tested/gave feedback.