Fairbanks

Spammish

L3: Member
Jan 2, 2010
117
34
My first map, Cp_Fairbank, a 5cp symmetrical map. The defining feature of this map is the middle cp with a thin, train-wide bridge (with working train) running over the cp, as well as 2 trains that pass by the cp on ground level. My aim was to provide large height variations that were not only accesible by mobility enhanced classes (scout, soldier, demo) without overpowering certain classes.
If anyone has any suggestions, I'd love to hear them.
This map is part of the TF2 World Rotation Server Project.
Edit: Screenshots not yet updated to a4
 
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Spammish

L3: Member
Jan 2, 2010
117
34
Ooh, thanks for saying that, it's actually became more enclosed in a2 from cover and such, although there are still some open areas, but I forgot to mention I haven't added new screenshots yet.
 

Spammish

L3: Member
Jan 2, 2010
117
34
A3 of Condor now out, with a name change to Fairbank, some drastic changes to the final cp to make it more confined and interesting.
P.S. If a mod see's this, is it possible to change the thread title?
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
You need a standard 5cp map timer (see my library) and the gamerules needs to be sent SetStalemateOnTimelimit with a value of 1 when the map starts (ditto).
 

Spammish

L3: Member
Jan 2, 2010
117
34
Thanks, I'll put them in for a5, post gameday bump as well :D
Edit: After looking through the demo, the most obvious change is to make it smaller and cut sightlines, I'll also probably remove the train running across the top and possibly re-add it if my concerns of spam from ontop the bridge becomes a problem. I'll move the 3rd point forward spawn forward and probably lower the final cp to make it more capturable as throughout the game it never got captured. Feel free to post any other suggestions.
 
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