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Scourge B5

Dynamic 4CP Attack/Defend map set in an arctic facility

cp_scourge is an Attack/Defend map designed with 6v6 (and Prolander, to an extent) in mind. This is not a Gravel Pit copy however; it's something entirely new. The layout is similar to that of cp_steel, but with only 4 control points and a much more modern approach to geometry.

Scourge combines elements of 5CP map design with the non-linear rotation-based gameplay of Steel. Like Steel, the last point becomes more accessible to attackers with every point they capture. The point starts out in the ceiling of the last point, with no possibility of BLU team capturing it, and with every point captured, it moves further down before reaching the ground level after C is captured.

Every point capture increases the timer by 3 minutes. Additional results of each point capture are as follows:
Point A:
-Point D unlocks and moves down from the ceiling, accessible only by jumping classes
-Gates between BLU spawn and B unlock
-RED team starts spawning in the upper C-side part of lobby
-Gate between A and B slowly opens
-RED instantly respawns
-D main shutter locks
Point B:
-Point D moves down and is slightly more accessible but still impossible to reach from ground level
-Central gates in BLU spawn unlock
-BLU respawn time decreases
-Gate between B and C slowly opens
-Red team loses access to the upper spawn exit
-Switches the direction of the one-way shutter into lobby from inside>ouside to outside>inside
-D main shutter unlocks
-Doorway between skylight room and alley is blocked off
Point C:
-Point D moves down to just above ground level
-RED team respawn time increases.
-Moves RED spawn down to the starting spawn location and closes off their C exit
-Lobby is divided in half
-A new route from C corridor in lobby to D opens up
Point D:
-BLU team wins

Assets used:
Construction Assets (http://construction.tf2maps.net/assets.html)
Frontline Supply Drop (http://frontline.tf/pack.html)
One Way Door Sign by Zeus3005 (https://tf2maps.net/downloads/one-way-door-sign.9740/)
Snowycoast Textures by EArkham (https://tf2maps.net/downloads/snowycoast-model-texture-assets.717/)
Author
kevin gator
Downloads
2,803
Views
2,803
First release
Last update
Category
Steeltype CP

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Latest updates

  1. B5

    - D point is now unlocked from the start - Lower exit into B for BLU team is now unlocked from the start - Capturing C now restricts RED team from exiting spawn from anywhere other than the lower main exit - Reduced C cap time - Slightly reduced...
  2. B4

    VISUAL CHANGES - Added way more signs to indicate doors that open after a point is captured, one-way doors, etc. - Some texture changes LAYOUT CHANGES - Turned the medium ammopack on B into a small one, added a full ammopack nearby to help...
  3. B3

    VISUAL CHANGES - Minor texture changes - Added caution tape texture to the nobuild area on D LAYOUT CHANGES - Added a slow gate entrance from lobby into the room that opens up after C is captured

Latest reviews

A creative Steel-like map with a daring use of team-confusing orange to paint the RED base with. It didn't work out for me, but at least we have a good example why messing with that color formula can be harmful. I think 'average' really suits this map because there are a lot of issues that ruin the experience.

There are good points to this map! I like defending A/E with various strategies for both teams to take. Unfortunately it falls apart past there with dim, overscaled zones or boring combat areas. The tonemap exposure was not made right and can be blinding in areas, especially at the interior/exterior transitions. And overall, the snowy landscape looks primitive and lifeless with few props.

Scourge looks promising at a glance and at the match start, and it quickly falls apart for me where half of the map can be a slog to move through or just boring to fight in. I gotta give credit for daring to try a different mode and a bold choice of orange to stand out from the crowd. It just feels half-finished, and I'd love to see where this idea could improve further.
Rushed into beta, B4 is almost identical to A1 and it got there by ignoring feedback. All of the points have issues, they've been feedbacked a lot, I can't tell you any new information.
This has the potential to be fun.

I'm honestly not sure why this was Featured, at least not yet.
I like maps that take inspiration from CP_Steel, and I think this a pretty solid map. I was a bit confused where to go at places with all the changes with each point, I think there might be a bit too many changes for each point capped. Compare to Steel, capping a point would usually grant one or two major changes, here I feel lots of corridors are opening and shutting, causing confusion. The final point is too hard to see, it's not obvious where it is as I went past it several times without knowing where D was. It has lots of potential though, but in this state feels a bit like a labyrinth.