CTF George

Mar 23, 2010
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-redacted-

IT'S LIKE THE BEST MAP EVER

3cp a/d. B getting capped gets rid of red's forward spawn and gives blu a forward spawn.

todo:
SPECTATOR CAMS AAAAAAAAA

pictures:
3401930D52AD05CE03E00B3C9DC318F5E3A6E0A3

5CCAFC4203CC6E14CD1EBFC8A6F7075EE183B6AC

D6C61D36CB6D30DC217259B0F5CAABB99A59E7F8
 
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gamemaster1996

L13: Stunning Member
Sep 30, 2009
1,064
134
It might just be the screenshots but the map looks rather Dark in terms of lighting. Is it nighttime or something?
 
Mar 23, 2010
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Mar 23, 2010
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Kiddnils

L3: Member
Sep 2, 2011
140
224
The pictures remind me of the workshop. I am not sure if this thread is not a joke.
 
Mar 23, 2010
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yeah i think it's a bit dim as well in some places, brightening it up

shoutout to the players that went the wrong way 3 times in a row, you don't deserve signs. luckily im a saint and a2 has signs (the lazy overlay kind)
 
Mar 23, 2010
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im rebrushing shadlands in vain of george, truths. shadlands is too much like badlands, but worse, and it makes me sick
 

Mr. Wimples

L6: Sharp Member
Jan 27, 2010
276
226
I actually enjoyed it though. Played scout most of the time, and there were a lot of things to jump to and from, especially in the first area around blu spawn, so it was fun
 

Fruity Snacks

Creator of blackholes & memes. Destroyer of forums
aa
Sep 5, 2010
6,394
5,571
the most dimly lit map for tf2 i swear
go play some pipeline

I loved pipelines lighting, yes, there was a couple of "dim" area's... but overall my favorite lighting in the game so far.



And Presto, I felt that some of your verticle areas (ie, the upper routes) are a bit too verticle, (be cheap, raise the ground up like 64)
 
Mar 23, 2010
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http://dl.dropbox.com/u/7479925/Maps/george/cp_george_a2a.bsp.bz2
changed a lot.

A got a bit choky, i'll probably just tweak some of the health around A (attackers need some too apparently). maybe other stuff.
B, i dunno, it's generally playing how i want it to, maybe too hard to flank around. will probably change the flank.
C, gonna reduce red respawn time (i increased it after b was capped, maybe use forcerespawn?). red didnt have enough time to set up really. probably some geometry changes.

one thing im worried about is how petrol and badwater do that "one red entrance into the point" thing that makes them play really well. the map isn't really set up to accommodate that.