Soda

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
Somewhere on Mann Mountain, a group of mercinaries are fighting over fizzy drinks!! It seems this place makes a pretty penny - and Falcon Soda (Mann Company, shh) has decided to squash newcomers, Novint Farm Supplies - who have this crazy idea that they have some chance of steeling the secret formula that Falcon's millions are built on. Falcon aren't taking this lightly - they're doing all they can to dig up the dirt on Novint - and preparing themselves for a fight!

From Read me

TF2Maps.net - Competitive TF2 - CTF Contest Entry - CTF_SODA

A fast paced ctf map designed for play by skilled competition gamers. It's vertical aspect is ideal for skilled players movemet about the map, in all directions.

Crucially, each team must decide whther to take the protected, high ground holding, mountain route - or the more vulnerable, open low and mid terrain. This strategy will be key to sucess.

Various iterations will follow. Please keep up to date with the latest version and feedback :)

developer : colt seavers (@coltseaversps on twitter)
playtesting: Playstuff.net, creative gamers community.



All feedback welcomed at the competition development thread

http://forums.tf2maps.net/showthread.php?t=11519&page=2

Hope you enjoy playing as much as i'm enjoying making it :)
 
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nik

L12: Fabulous Member
Aug 14, 2009
987
564
do the cliffs really need to be that high?
 

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
I've no idea how high the cliffs will be - once alpha 1 is compiled I'm getting a friend who is proficient at multi-rocket jumping to try a climb - and then i'm clipping the tops and converting to player clips ;) It's just vertical face to fire off atm - up to the skybox top.

Both the texture and the scale of them is just temp - so i can get a feel for the environment i'm trying to create.
 

Nutomic

L11: Posh Member
Feb 7, 2009
888
177
I've no idea how high the cliffs will be - once alpha 1 is compiled I'm getting a friend who is proficient at multi-rocket jumping to try a climb - and then i'm clipping the tops and converting to player clips ;) It's just vertical face to fire off atm - up to the skybox top.

Both the texture and the scale of them is just temp - so i can get a feel for the environment i'm trying to create.

But who cares about how high players can jump? Just make your top skybox brush high enough so a demo wont jump against it, and make skybox walls, this looks just dumb. If you look at badlands for example, walls are sure never over 1000u.
 
Aug 10, 2009
1,240
399
Well coming back on topic the map looks good colt, I think they gameplay could be pretty solid with the layout, very condusive to comp. The only one question I have is if you can get on top of the lower cliffs then you can just jump over that middle white building, right? Also, as far as cliff height goes, jumping with any more than 3 rockets is impractical unless you're trying to do something truly absurd, and that seems like it would especially go for comp. They don't strike me as the crowd that would run around trying to break maps during the championship :p.

Leaving topic, the damage the wiki talks about on that page is completely wrong, they forgot to factor in distance, which pretty much cuts the damage in half, the only exception being crits, which suffer no distance reduction.
 

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
lol - yeah, in my mind a soli could jump 1000 ish - with one rocket :p have to laugh at my stoopoidity sometimes - i think i've played about 150 hours soli too :p

Ok, I've lowered the ridiculous mountains :p There is no 'over building' access apart from the very center of the map - they're pretty tall, and player clipped above. Mainly because if the players want verticle action, there is alot of it to be found in the middle 'arena'.

Just deciding whether allowing the attackers quick access to other side, but only one way, would work, then pressing compile :)
 

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
Ok, at bloody last!

Here is my a1 release of ctf_mountainspring - I have updated the first post with pictures and download link.

Hope you enjoy - and would really value all feedback :) Cheers.

ctf_mountainspring_a10008.png
 

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
Name Change. Any chance a mod could change the title ???

was: ctf_mountainspring
is now : ctf_soda

Thanks!

:) My options were mannup, mannmountain, mountainspring, or soda....

not changed the file - a2 will include the namechange. and that wont be out till i have some feedback / testing done.

and since Sodaboy is also the name of a very good friend who I've lost touch with of late, I thought it would be a nice touch to name a map after him (oh, and the fact it's based around a fizzy drink factory :p)
 
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Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
ctf_soda_a2

A2 Release:

16 Jan 2010 : a2

Displacements added
Stairways to mid added for scout route
Lighting improved
Reduced size near spawn
Added additional piping - to traverse
Fixed broken spawn door.
Some propwork and detail to off play areas.

Download Link

Pics:
ctf_soda_a20002.jpg

ctf_soda_a20000.jpg

ctf_soda_a20001.jpg

ctf_soda_a20003.jpg

ctf_soda_a20004.jpg

ctf_soda_a20005.jpg

ctf_soda_a20006.jpg

ctf_soda_a20007.jpg

ctf_soda_a20008.jpg
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
Logically, wouldn't BLU be Falcon Soda and RED be Novint Farm Supplies?
 

Colt Seavers

L6: Sharp Member
Dec 30, 2007
288
82
Logically, wouldn't BLU be Falcon Soda and RED be Novint Farm Supplies?

doh. that's my bad - redid the overlays and put them on the wrong side :p
it's all the long sessions mapping - I always seem to end up compiling after 20 hours flat. Will sot for a4 :[

A3 released - link same. minor fixes and a major one - couldnt leave red spawn!