- Jul 9, 2008
- 601
- 142
3-CP map in "reversed-gravelpit" mode (A, B+C). Both teams got 2 spawns, switch occurs after point A is captured. B&C got long capture times, paired with rather short travel distance and spawn time for attackers it ends up as constant fight and capture interruptions. B to C distance is also rather short and got multiple routes avalible for both teams at any time giving different advantages when preferring one to another. Point A build for some intence vertical combat as it basicly got 3 "height" levels.
Main goal that made the design of this map was constant and rther tight fight, with ability to flank rather fast and prevent "sentry locking" of points by being able to capture different points and easili travel between them.
This version uses the second revision of experemental spawn logic introduced back in second beta. The idea is adjusting spawn times on capturing points to prevent "ninja-capturing" as the map is overall rather small. So after any point got captured BLU gets a 15-second cooldown and red got 15-second instant spawn. This logic prooved to work seamless and rather effective.
DOWNLOAD LINKS:
TF2M .bz2
Dropbox .7z
Dropbox .bz2
FPSB .7z
Map can be found in rotations here:
59.85.107.75:27022
[JP] Nekonote Officialal and CustomMaps
217.70.189.157:27016
[FR] Communaute CPC - Uber
67.18.130.18:27015
3-PG.com: Accelerated [2x Damage + more!]
99.198.108.174:27016
FreeFrag.com Map Montage Server
Special Thanks to:
* Hanz and Ravidge for general layout feedbacks on early alphas
* DaBeatzProject, MuffinMan, M-a-n, Nova,Trotim, Misteri Late, SlayerBlitz, VelvetFistIronGlove, TPG and Jindo for all submitted glitches
* A Boojum Snark for the prop library
* Acumen (for custom models from tf2maps download section)
* Icarus (for custom CP holograms)
* Ravidge for an awesom Lighting Library
* Anyone else who submitted feedback
Main goal that made the design of this map was constant and rther tight fight, with ability to flank rather fast and prevent "sentry locking" of points by being able to capture different points and easili travel between them.
This version uses the second revision of experemental spawn logic introduced back in second beta. The idea is adjusting spawn times on capturing points to prevent "ninja-capturing" as the map is overall rather small. So after any point got captured BLU gets a 15-second cooldown and red got 15-second instant spawn. This logic prooved to work seamless and rather effective.
DOWNLOAD LINKS:
TF2M .bz2
Dropbox .7z
Dropbox .bz2
FPSB .7z
Map can be found in rotations here:
59.85.107.75:27022
[JP] Nekonote Officialal and CustomMaps
217.70.189.157:27016
[FR] Communaute CPC - Uber
67.18.130.18:27015
3-PG.com: Accelerated [2x Damage + more!]
99.198.108.174:27016
FreeFrag.com Map Montage Server
Special Thanks to:
* Hanz and Ravidge for general layout feedbacks on early alphas
* DaBeatzProject, MuffinMan, M-a-n, Nova,Trotim, Misteri Late, SlayerBlitz, VelvetFistIronGlove, TPG and Jindo for all submitted glitches
* A Boojum Snark for the prop library
* Acumen (for custom models from tf2maps download section)
* Icarus (for custom CP holograms)
* Ravidge for an awesom Lighting Library
* Anyone else who submitted feedback
Last edited: