New Submission: ctf_Rivalry

System_Zero

L1: Registered
Apr 14, 2008
13
0
Downloads: A new file has been added by System_Zero:

ctf_Rivalry

he map is based off of the MP map Spire on Turok for the 360/PS3/PC. It was the most symmetrical that the game had and figured it would be the best choice to bring it to TF2. While not an direct recreation of Spire, this map takes the basic premise of the map with the look and feel of 2Fort. The map is fairly smaller to it’s Dino counterpart and thus more suited for quick CTF matches.

The map is as balanced as possible with both sides having the same strengths and weaknesses. While I could have easily released this map early on, I opted not to since I feel it pointless to release 7
different versions of the same map. And unless there something horrifically game breaking, this map is for the most part done.
 

TotalMark

L6: Sharp Member
Feb 13, 2008
331
78
Needs screenshots on the D/L page.

This is an awesome map.
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Got a chance to play it with a full 24-player load-out.

Generally positive. There was a nice open-but-not-really feel to it. Although, some people had some spots where their frame-rates would plummet. (Will have to ask again for specific spots.) Also, there was a feeling that the section under the bridge was a bit too big or without purpose. It was basically a straight shot, and a sniper if he felt to could dominate it, unlike the upper area which had enough cover to make a sniper useful, but not over-powered.

I did like the base design itself. It definitely plays fast for a large map, and it seemed like there wasn't any specific spot that a engineer could put up shop and just dominate.
 

System_Zero

L1: Registered
Apr 14, 2008
13
0
The only framerate drops I could recall was near the back of the base near and around the stairs to the upper battlements. I was never able to figure out why exactly, I ended up removing alot of things from that area and thus why (to me at least) it looks so plain.

But pretty much my main focus was to keep the base and upper area as balanced as possible.

The bridge area was kind of kept in tact from the original map since in Turok, giant bugs come out from under the ground to attack anyone who went through there. Many people suggested I make some kind of underground tunnels and I did consider it, however it would also mean changing the layout for the base area.