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stacker a5

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stacker a5

let's try to use cp_timer

Entry to Stack the Deck contest.
Gameplay Cards used:
At least 3 objectives in a single stage
The map contains a delay mechanic
At least one team's spawnroom never moves, even across multiple stages
Make use of the tf_logic_cp_timer

Capture A to unlock B
Capture B to unlock C for a limited amount of time
After the time ends, recapture B to unlock C

I've been thinking about how degroot keep has two points with the center point between them. This causes a lot of issue when changing the gamemode to non-medieval because:
A and B are placed in deadends. While deadends do not mean a lot when the combat is limited to melee, it is certainly a terrible spot to be in when ranged weapons are involved. However these deadends are necessary because players are gravitated towards where enemies are coming. Notice how in degroot keep, defenders have to eithe drop from the castle wall or walk through the point from the same direction as the attacker. This funnels the attacking players out of the point after the point capture. After getting funneled out, their path to the next point is natural; along the castle wall. But this is not a viable design in normal tf2 because showing back to the enemy is exposing weakness. This is fine in medieval where even if the back is shown, attackers can not exploit this when they are not in close combat range.

Therefore, the unique design of degroot keep is only possible because it is a medieval mode; points being in deadends, and defenders being required to show their back to the enemy are there to facilitate a smooth player flow.

My approach: design layout as if I'm designing a steel map.
In cp_steel, especially the A point, attackers are led to the next point through a passage that is in the same direction as where the defenders are coming from. Defender spawns are placed in a clear non-path from blue player point of view. This type of design allows red players to access the point in a way that funnels out the attackers once the point is captured.
Author
Asd417
Downloads
245
Views
313
First release
Last update
Category
Attack/Defense CP

More downloads from Asd417

Latest updates

  1. a5

    New AB connector
  2. a4

    Red spawn exit is now covered from B-C connector C point is closer to the C entrance Removed crouch jump access to highground flank
  3. a3

    Fixed big door not opening Fixed prop placements minor layout changes