Resort

CTF Resort V2A2

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
Resort - A/D CTF map with a "Beach-Coast-Mountain-Hotel" theme... sort of.

Resort is a 3-Stage A/D CTF,based on a tall mountain with a RED hotel on top.

"After BLU's last defeat,the team decides to go on a vacation for a little bit. They discover RED has been using an hotel in the middle of a mountainous island to obtain all the funds for ammo,health kits and such. With all the relaxing moments still in their heads,BLU tries to capture that hotel and stop fighting for a little bit... Well,sort of."

Basically I want to focus this map on some sort of "Territorial Control". Holding one (or more) paths as long as RED can,forcing BLU to push every time while holding their positions.

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Skullio

L1: Registered
Mar 29, 2016
48
54
Is this a unique gamemode or have other maps used it? Sounds interesting

Subtitle should be "Cut brushes into pieces this is my map resort"
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
Is this a unique gamemode or have other maps used it? Sounds interesting

Subtitle should be "Cut brushes into pieces this is my map resort"

This game mode was used in the A/D CTF and Payload Race Contest made a couple of years ago.

A/D CTF looks pretty fun and original. And it might give some better "Attack-Defend" maps/strategies/whatnot,rather than the good old A/D (Gorge,Egypt,Mountainlab)

If this,for some random reason,fails horribly,It might transform into a normal A/D. ;<
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
  • Fixed the respawn problem (I think. Need to test with real people in another server rather than mine)
  • Added a small shelter/storage room right before A. People can walk on the roof.
  • Added 2 flank routes. One right after A, another right before B.
  • Added and removed some extra cover from different places of the map.
  • Added/moved/removed some ammo/health packs.
  • SCREENSHOTS!
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RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
  • Compiled with the custom models (DUH)
  • Added a second spawn in front of the first point. Activated after capturing that said point. Briefcase will appear 15sec after the capture.
  • Rearranged the windows in front of the first RED spawn. Leaving only one,with some changes.
  • Stairs are now less steep.
  • Added a room that connects to the roof (before A)
  • Minor lighting fixes (or bugs...)
  • SCREENSHOTS!

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RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
IF YOU'RE READING THIS,I FORGOT TO REPACK THE MAP! WAIT A COUPLE OF HOURS UNTIL I DO IT!​

  • Changed the skybox. No more "Sad day resort". Only "Wonderful day resort"
  • Modified BLU first spawn with some one-way windows,a more accesible path to the left spawn exit and a new spawn exit to the right.
  • Right hall (where the tallest stairs in the universe right after Barnblitz) has been expanded and added a small cover for both sides.
  • (For testing purposes. Might remove it/change it/whatever. That depends on the feedback) Added 2 medium-ish fences for cover for RED-BLU and 1 right at spawn for BLU.
  • RED can now defend the CP by standing on them (Don't know if it works. It MUST be tested)
  • Added a small extra cover in RED's shelter (people could shoot/snipe through a PRETTY small gap.
  • Fixed BLU spawn where people were sent right into the second spawnroom (even when it was disabled)
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RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
  • Added a flank with a door for the left BLU spawn (This path might "break" a big chunk of the map... Or not. I need feedback on this.)
  • Added a door for the right flank so people don't get trapped by explosions/sentry/etc.
  • New flank that leads in front of the "Storage room"
  • Another flank for BLU when they capture A. (Going to the right RED house. You can't miss it)
  • New room for the path between mid-ish to last,with a one-way door to prevent RED for big sentry-camping.
  • Moved the "BLU" window way back to the left. Hopefully A can have some extra protection with this/people don't use ONLY that path to reach the CP.
  • Ammo/Health/Light changes,among other things.
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Last edited:

zahndah

professional letter
aa
Jul 4, 2015
721
642
(it MUST be tested! This path might "break" a big chunk of the map.)

what do you mean by this? do you mean when this map is put in a testing session people need to test this route, or just that this is a big change? You cant really force people to use a route by telling them to use it - people will use whatever route they want, and that is useful for seeing what are main routes and etc.
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
what do you mean by this? do you mean when this map is put in a testing session people need to test this route, or just that this is a big change? You cant really force people to use a route by telling them to use it - people will use whatever route they want, and that is useful for seeing what are main routes and etc.

Um,yeah,that's basically it. It MIGHT be a big change. I'm just saying the "MUST BE TESTED KFJGHFKDG" to have a small priority over it...
In my head every stuff that I add can break the whole map... FOR NO REASON. But yeah,I'll just take the "people use whatever routes they want" in mind. Again,I'm not forcing them,of course. It's just that I'M SCARED!

*sobs*
 

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
This map got completely destroyed,scraped,burned,obliterated and remade from the ashes.

With texts telling everyone if they have/captured/dropped the SUITCASE! (not a briefcase,a suitcase... you know,going on vacation. They can't carry the Top Secret all the time,right?),blockable CP and alarm when someone reaches last. BEHOLD!

CTF RESORT V2!
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RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
  • Fixed the second briefcase not showing the dropped/captured/return texts.
  • Fixed a bug where players could send the briefcase to the first CP to get more time.
  • HUD now doesn't show both CP "locked"
  • Change textures on walls/doors between first and last CPs so they're more noticeable for RED.
  • You can now stand on top of the big sign,the small cube and the roof on last (you can't build on them)
  • Added/changed a small ammount of props.

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RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
Somewhat "big" update here. Time to read!

First CP.
  • Added 2 new flank routes (left one is somewhat crappy-ish. Gotta tweak it a little bit.)
  • Added a small-ish "window" between the wire for snipers to,well... SNIPE.
  • Centered the "briefcase" a little bit and added a cover.
  • Added/removed some covers between the big rock in front of BLU spawn and the first CP.
  • Medium ammopack behind the big rock is now a small one.
  • Tweaked the "Passtime/nobriefcase" sign. If you touch it while holding the "briefcase" it will automatically be sent back to spawn. I also pushed those signs a little bit back,so I could turn the room between A and B into some kind of "flank route".
Second CP.
  • Completly reworked last (sort of). Tons of new covers,sentry spots and much more!
  • I also reworked RED spawn with a microscopic decoration and a good window for them to see the CP.
General.
  • Tweaked some lights,props and such.
  • Re positioned some ammo/health packs.
To Do List.
  • Finish reworking B.
  • Tweak even more A (maybe change it completly?)
  • Change the building that leads to A (remove the set of props that leads to the roof or something)
  • Get some ideas for the second stage.
  • not commit suicide.
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