Vector [Standard]

Icarus

aa
Sep 10, 2008
2,245
1,210
Vector (CP) Release 1.0
by Eric "Icarus" Wong
Email: ericgfwong@hotmail.com

A classic game mode --without the twist!
Hidden away behind an electric company front is a sprawling underground RED base. Control rooms direct remote operatives, and ominous devices are constructed in mysterious voids. Unwilling to live with the fact that RED has a fancy new machine, BLU sets out to have it destroyed before they can activate it in this 3-stage attack & defend map.

Objective:
Blue team wins by capturing both Control Points on each of three stages before the time runs out. Red team wins by preventing all the points from being captured.

Other Notes:
Control Points cannot be captured while they are locked.


Special Thanks:
Broken:Tripod-Turret
Shmitz
Phil
Eerieone
Dr. Spud
Shmitz
Supertoaster
Artesia
A Boojum Snark
Big Rexy
NovaSilisko
Radaka
Void
www.tf2maps.net
Clan Woof (^)
 
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honorum646

L6: Sharp Member
Oct 9, 2009
335
67
First Screenshot there, that big electro thing looks like the machine from "9".

That is all.


Nah, it looks sweet, but I don't have time to actually dl and look around your map.
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
Can't wait for the PL version!

Hey, someone had to say it :p
 

Tinker

aa
Oct 30, 2008
672
334
Aw, the control point is not closer to the actual machine. I liked the little bridge to the intel cap in the CTF version - it made it more exciting.
 

Omnomnick

L6: Sharp Member
Aug 16, 2009
335
111
I too support this map.

It looks great, a nice mix of Hydro meets Dustbowl meets Nucleus. I'm loving the red doomsday device, looks awesome.

I have to play this map at some point :)
 

gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
I agree this map does look very good (my maps wont run cuz it cant load cubemap skybox thing)
 

UFO

L2: Junior Member
May 20, 2009
85
52
I like this map as A/D CTF. I don't think it was a good idea changing gametype...
 

Sgt.Sausage

L420: High Member
Dec 5, 2008
420
103
Thanks very much, glad you decided to keep the ctf and the cp versions. I had alot of fun on both.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
No, actually, CTF plays almost exactly alike CP, which is why I hardly had to make any changes between them at all (the only difference is the last point bridge).

Any testing done on CTF applied to CP and vice-versa. I'm very happy about that.
 

PHLuKZ

L1: Registered
Oct 11, 2009
11
2
I wish you got cumulative cap time much like dustbowl 21 minutes to cap the last point!



But yeah loved the map before like it even better as a CP (less explaination), playtested it on our 32man server. second Cap point still seems too close to red spawn on stage one of the map.


I want it on map rotation so awesome job converting it over to cp :D
 
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PHLuKZ

L1: Registered
Oct 11, 2009
11
2
it could be haha. But so far when we've played it on 32 map no one can get past second stage, it gets kinda spammy around all the exits to the second cap point.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
No, its not a good thing. don't add it. It's one thing that ruins dustbowl's last point, a team rolls through the first two and ends up with 20 minutes to attack the last stage. ugh its a terrible system.

If you set the time for each cap individually you have much better control over the gameplay, balance and overall fun of the map.
 

PHLuKZ

L1: Registered
Oct 11, 2009
11
2
cpvectorb10004.jpg



5th time playing it now on our 32 man, can never get past the first stage... red pours out of spawna nd they can shoot intot he capture point just out of spawn and be at the cap two seconds later, there is no distance seperating it much like first stage dustbowl or a fence on second stage dustbowl. we manage to blow something like let's say an uber and they respawn too fast.


really love the map and would like to see it on the rotation but I cant if no one can beat it.

cpvectorb10003.jpg