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cp_mountaindepot_b3
Greetings! cp_mountaindepot is my newest production and this time, the map will also get released.
------------------------------
The short, official info about the map:
Map name: CP_mountaindepot
Creator: Tomi Kupiainen, aka. "Zipok"
Game type: Control Points
Current Version: _b3 (third beta)
Version release date: 4.8.2008
Servers that host the map: 192.168.1.76:27015 (CrazyCrushersTest Server, got the map there 24/7 atm. version is _b2u though, getting that changed asap.)
------------------------------
This is the third beta version, which has been further optimized and had its flow / balance tweaked a bit. More playtests needed! The main goal of this beta version is to find out how the map plays in a proper environment (good server with enough players). Gameplay, balance and lag issues are big things here.
The gameplay of the map has been designed so that the better doing team (the one that has more CP:s) will have the height advantage. Respawn times are short, so that the action will be going on without too much waiting. The key in this map will (or should) be controlling the high ground.
The possible issues that I want you to tell me about:
- Any parts of the map where you get stuck?
- Some places where you should not be (outside the map, inside a room that appears to be sealed.)
- All visual glitches.
- LAG. Where do you get most lag? This is the most important one.
- Do you think there are enough medkits / ammopacks, or too much?
- Does some class feel inferior to others, or is any class seemingly overpowered?
- Any other issues that you would like to report are considered, so report them!
Accompany your issue report with a screenshot, that makes me happier and more eager to fix it.
Upcoming changes for version _b4:
- Middle CP shall look more interesting, also adding a new crouchjumping possibility there.
- Adding some visual hints in hopes of leading people to some of the pathways that were left a bit unused.
- One of the floor -level doors at second CP will be made accessible more easier from first CP.
- Making some jumps available to all classes.
- Fixing more places where playerclips don't work as intended.
- Some visual glitches are getting fixed.
Changes for version _b3:
- Middle CP layout changed
- Modified some of the ramps (detail -wise, also made them less steep)
- Reduced capping times on middle, and 2nd to last points
- Made the distance between second and first CP shorter
- Slightly increased spawn times
- There is now a penalty (increased spawntime) for the team that loses their 2nd CP.
- The time added from capping the 2nd CP has been reduced.
Changes for version _b2u: (the u stands for updated by the way.)
- Second CP area seriously modified. Now it provides for better gameplay and more interesting looking setting.
- Some lighting tweaks. (Replaced some "light" entities with "light_spots" for smoother lights. Hopefully smoother.)
- Added a small catwalk to the first CP area.
- Fixed the computer room computerwalls behind glass doors. The vvis bug is no longer present, neither is the glass.
- Fixed couple more places where people could get stuck.
- Added TF2maps.net advert overlays to two rooms.
Changes for version _b2:
Major changes
- Optimized the map (added occluders, areaportals) for better FPS.
- Added playerclip textures on certain walls to prevent people getting stuck.
- Added Spectator cameras.
Minor changes
- Added a few additional signs to tell where to go.
- Minor detail / terrain changes.
cp_mountaindepot_b3
Greetings! cp_mountaindepot is my newest production and this time, the map will also get released.
------------------------------
The short, official info about the map:
Map name: CP_mountaindepot
Creator: Tomi Kupiainen, aka. "Zipok"
Game type: Control Points
Current Version: _b3 (third beta)
Version release date: 4.8.2008
Servers that host the map: 192.168.1.76:27015 (CrazyCrushersTest Server, got the map there 24/7 atm. version is _b2u though, getting that changed asap.)
------------------------------
This is the third beta version, which has been further optimized and had its flow / balance tweaked a bit. More playtests needed! The main goal of this beta version is to find out how the map plays in a proper environment (good server with enough players). Gameplay, balance and lag issues are big things here.
The gameplay of the map has been designed so that the better doing team (the one that has more CP:s) will have the height advantage. Respawn times are short, so that the action will be going on without too much waiting. The key in this map will (or should) be controlling the high ground.
The possible issues that I want you to tell me about:
- Any parts of the map where you get stuck?
- Some places where you should not be (outside the map, inside a room that appears to be sealed.)
- All visual glitches.
- LAG. Where do you get most lag? This is the most important one.
- Do you think there are enough medkits / ammopacks, or too much?
- Does some class feel inferior to others, or is any class seemingly overpowered?
- Any other issues that you would like to report are considered, so report them!
Accompany your issue report with a screenshot, that makes me happier and more eager to fix it.
Upcoming changes for version _b4:
- Middle CP shall look more interesting, also adding a new crouchjumping possibility there.
- Adding some visual hints in hopes of leading people to some of the pathways that were left a bit unused.
- One of the floor -level doors at second CP will be made accessible more easier from first CP.
- Making some jumps available to all classes.
- Fixing more places where playerclips don't work as intended.
- Some visual glitches are getting fixed.
Changes for version _b3:
- Middle CP layout changed
- Modified some of the ramps (detail -wise, also made them less steep)
- Reduced capping times on middle, and 2nd to last points
- Made the distance between second and first CP shorter
- Slightly increased spawn times
- There is now a penalty (increased spawntime) for the team that loses their 2nd CP.
- The time added from capping the 2nd CP has been reduced.
Changes for version _b2u: (the u stands for updated by the way.)
- Second CP area seriously modified. Now it provides for better gameplay and more interesting looking setting.
- Some lighting tweaks. (Replaced some "light" entities with "light_spots" for smoother lights. Hopefully smoother.)
- Added a small catwalk to the first CP area.
- Fixed the computer room computerwalls behind glass doors. The vvis bug is no longer present, neither is the glass.
- Fixed couple more places where people could get stuck.
- Added TF2maps.net advert overlays to two rooms.
Changes for version _b2:
Major changes
- Optimized the map (added occluders, areaportals) for better FPS.
- Added playerclip textures on certain walls to prevent people getting stuck.
- Added Spectator cameras.
Minor changes
- Added a few additional signs to tell where to go.
- Minor detail / terrain changes.
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