Wildfire

Wildfire rc

  • Hey you! Yes, you! Add images to your downloads, it's free! Use the orange "Manage Download Image" button in the top right.

Wildfire rc

MangyCarFace

CTF Wildfire: now even more likely to BLOW YOU AWAY

Theme is dark northwestern; a forest fire crackles in the distance.
Wildfire is a rather simple CTF map focusing on strong combat arenas broken up by arches to prevent unfair sticky escapes.

The game mode is simpler than atrophy's:
Flags on spire
60s return time
Touch return
Cap zones on flags

Thanks to:
Ravidge for intel system/idea, texture edit
Flame/f_m for testing/ideas
Acegikmo for some textures
Swamp team
DaBeatzProject for custom particles!
Void for custom skybox! <3
Author
MangyCarface
Downloads
1,757
Views
1,846
First release
Last update
Category
Capture The Flag

More downloads from MangyCarface

Latest reviews

Wildfire achieves what it sets out to do remarkably well, creating a well-balanced and enjoyable environment for competitive 6-vs-6 Capture the Flag. With its unique mechanic of having your own team's flag being the capture zone, it definitely stands out from any other Capture the Flag map, and I applaud it for being able to pull off such a feat. Its layout leaves nothing to be desired for 6v6, having a good variety of combat areas and holding spots in it while not sacrificing the potential for flanking that a good Capture the Flag map needs to survive. I've particularly enjoyed playing around the spires with the flag on them for each team, however the mid area of the map shouldn't be neglected; it's an interesting combat space, and makes nice use of what modern mappers call "dish gameplay."

Herein lies the underlying issue with Wildfire though. Capture the Flag is not a viable gamemode for 6v6. And as such, Wildfire seriously falls by the wayside as a result. This has left the map in a rather unfortunate predicament, where its main audience doesn't want it, and its supplementary audience, 12v12, doesn't mesh well with the map at all. Put simply, Wildfire is too small 12v12, and too CTF for 6v6, and this makes it unfortunate to critique since the map no longer has any audience. I think for what it's trying to achieve, it's pretty good, but that bar of what it IS is, well... not very good. Capture the Flag just fractures teams way too much for 6v6.

Moving onto the detailing, I think it's good for its era. You can certainly tell that it's an older map from its visuals, but sort of in the way that Frontier still looks good nowadays; It's simple, but I like it. The environment it tries to portray, which is a Hydroelectric plant right next to a forest fire, is pretty well executed and I think very suitable for its target audience. This map really trims the fat of some unnecessary detail, although it still has the occasional "cringe sticky bush" that can lead to some unfortunate interactions. The ash particle is a really nice touch on the overall feel of the map, and the sundown lighting and skybox of sky_wildfire_01 really add to the illusion that the forest fire is slowly creeping towards you.

I think overall the map deserves applause for getting what's probably the second-best Comp CTF map after Turbine, but that's about it. The detailing is good, but not great, and there's some strange dark bits around the main doors. I will give this map a reluctant 5/10, it just doesn't really fit into TF2 anymore. Makes me sad.
Played this once with 24 players and felt like there was no space to leave base because of the narrow corridor chokepoints without cover. I love the unique ashy forest fire theme with some Hydro inspiration, I did not like this claustrophobic layout though. I didn't like the resupply being so far away to restock (which is useless balancing with loadout key binds) Also, the intel is bugged in that if you touch an enemy while carrying their flag, you will instantly cap the intel.

If that were fixed and I played this again on a 6v6, I might have enjoyed this more. I remember wishing this would be officially added back in Pyromania, but playing it makes me see why it wasn't. I compare to the spacious ctf_landfall with a similar competitive scope, which did get officially added. Wildfire fails to support high player counts with cramped arenas and chokes which slow the game to a crawl.

I'd give this a 2 for large pub play, but I'll give a generous 4 and give it the benefit of the doubt for smaller server counts.
An amazing map, great job