Haarp

Multi Stage Haarp rc

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Multi Stage Haarp rc

By Dr. Spud

ctf_haarp
Dr. Spud

HAARP is an Attack and Defend CTF map for the contest. H.A.A.R.P. (the High Frequency Active Auroral Red Project) is stationed inside a huge Red base built in the side of a cliff. In the snowy Alaskan wilderness, they've built antenna arrays and a gigantic satellite dish. But what you don't know is it's really a DOOMSDAY DEVICE that could potentially END THE WORLD AS WE KNOW IT. Blue must infiltrate the base and deliver the shutdown override codes before DEATH AND DESTRUCTION RAINS DOWN ON THE WORLD (or something).

"Wait, what the hell does HAARP mean?"
Haarp is two things:
1: [ame]http://en.wikipedia.org/wiki/Haarp[/ame]
2: http://en.wikipedia.org/wiki/HAARP_(album)

So what are the rules?
-Blu delivers intelligence to capture points. Red defends.
-The map is divided into 3 sections, like dustbowl.
-The intel spawns outside of Blu's respawn. Once Blu captures the first CP in a section, the next intel will still spawn outside of Blu's respawn.
-Red can block captures by standing on the CP.



Logo
Look familiar?

Additional Credits:
-Nineaxis: custom posters.

Thanks, special:
-Icarus
-Radaka
-A Boojum Snark
-Nineaxis
-Youme
-Everyone testing and leaving feedback
Author
Dr. Spud
Downloads
3,996
Views
3,996
First release
Last update
Category
Attack/Defense CTF

More downloads from Dr. Spud

Latest reviews

I ABSOLUTELY LOVE THIS MAP, it's just about everything I like in a good choke-heavy A/D map, my experience in it would easily be Excellent, but!

There are some real UI/UX problems that take down the enjoyability of this map a couple of steps:
- Some announcer lines are missing, like when the intel is picked up, dropped, or returned.
- There's no prompt to take the intel to the point when picked up.
- There's no intel icon that flashes briefly when you pick it up, informing the player that they are now carrying the intel.
- The map never tells the player has to touch the desk itself instead of the deceivingly-marked cap area (which I know is marked because Red can block caps by standing in it, yet...)
- And invisible Spies can block caps, leading to some really cheesy (albeit somewhat funny) Cloak & Dagger plays.

All of this together makes it so new/learning players have a really hard time at the map, and in some cases even accidentally grief their own team without even knowing. It'd also be nice to remind players they can drop the intel with "L", or their assigned key if possible.
I'd love for these issues to be fixed so this map could be easily Excellent!
Wonderfully made level with clear inspiration taken from older TF games. I always appreciate creative and experimental maps, and HAARP crams plenty of ideas into 3 tightly packed stages. This classic style of emphasized chokepoint control I find plays well with the CTF captures being instant, only able to be blocked by standing on the capture zone.

While each point is fairly small, every class can find a role and combat range to engage in. I like that each stage opens routes for BLU to take after capturing a point, and how smart RED players need to watch their HUD for the intel’s movements. I enjoyed using that to plan ambushes or rotate to support defending a choke.

My favorite section has been stage 3 final with the long hallway BLU has to overcome. Rigorous coordination and teamwork is the backbone of the series, and this point nails that feeling of tactical positioning and coordination with your team to succeed.

I like plenty of details from seeing stage 1 to 2 with a clever 3D skybox, the multiple signs and models about HAARP, and the rare heavy spytech theme in late stage 2/3 which was sparsely seen barring Junction, 2Fort, and Hydro.

Overall, I greatly enjoyed playing HAARP and the Attack/Defense CTF mode. I was excited seeing it officially added over a decade later, it took a while to get some recognition, but it’s better late than never. It’s my #1 of the update maps for sure, and I hope its inclusion encourages more CTF maps like it.
Masterpiece of a map. It's among the best maps I've seen in any game, period.
I really like the aesthetics of the map, and positions are relatively balanced. I do not like the gimmick of bringing the intelligence to the point and would have preferred if it was just a control point map like Dustbowl.
beautiful design.
as heavy would say "is gud"
Loving the map style
On the last section at blue spawn, you can glitch the glass spawn door. Stand to the left of it (facing spawn) when outside, and wedge yourself in between the sliding part and wall.
Love playing on this map, truly a great experince and you can enjoy it to the max with a full server! I would love to see this as an offical map.
Really wish this was available to play more often and that Valve would add this map, and the gamemode, to the official roster of maps as it is terrific. The map is varied and interesting, and the concept created by TF2Maps.net for their contest was fantastic and is sorely needed as a better version of CTF.