New Submission: cp_arabian_nights_beta

BluesmasterFunk

L1: Registered
Jan 16, 2009
2
0
Downloads: A new file has been added by BluesmasterFunk:

cp_arabian_nights_beta

My first map, so be gentle and send me all the bugs you find and suggestions for improvement and I will fix them for the final release. (ak47_klaus@live.com) I have played it twice with 24+ players and despite its aesthetic flaws it turned out to be a blast of a map, so I decided to upload it for the masses.

Capture Point (5 points) - Race to the top of the pyramid to capture it. You can then move onto the opposing team's capture point located at the bottom floor of the pyramid; then onto the courtyard point near their base.
 

AWESOME-O

L10: Glamorous Member
Mar 20, 2008
779
132
or you could go to the download page and look at the screenshot there =)
 
Aug 19, 2008
1,011
1,158
me be lazy person, sry for that ;)

to the screenshot, all i can say that i can´t think of a beta with no displacement work done so far and only minor detailing, you certainly gotta work on that
 
T

The Asylum

PROTIP: 1-point CP maps are never a good idea. Why? Because once one team starts capping, it's pretty much going to stay that way until said team finally caps it and wins the round. See also: melee_ringking, and pre-b4 cp_cagematch.

Now what you could do, is this: http://forums.tf2maps.net/showthread.php?t=4084

Essentially make the lone CP two- one CP for RED and the other for BLU. Only, both trigger brushes for those CPs overlap each other, and a third CP, completley unrelated to the first two, will be the game-cincher.

A brief output/entity setup for such a concept:

team_control_point
name: redcap
(make another for BLU named blucap)

Hide these two somewhere out of sight on the map. Create a third team_control_point named midcap. Place this where you want your central CP to be. In it's Flags tab, tick off "Hide in HUD"

Create a capture area brush for both redcap and blucap, and place them over midcap as you would a regular CP. Create a third capture area brush for Midcap, and hide that somewhere out of sight.

Now for the trigger brush for redcap, you must restrict BLU from capping, and the reverse for blucap.

Create now two game_round_win entities, one for each team. Set it so whenever RED caps redcap, it'll fire a RoundWin output to RED's game_round_win. Same for BLU.

Now as it stands: A team mounting a comeback assault won't have to revert the other team's cap progress and THEN start their own cap. All they have to do is clear the other team off the point and start capping right away.

This will prevent a long, drawn out, and inevitable steamrolling.
 

BluesmasterFunk

L1: Registered
Jan 16, 2009
2
0
me be lazy person, sry for that ;)

to the screenshot, all i can say that i can´t think of a beta with no displacement work done so far and only minor detailing, you certainly gotta work on that

I really don't care about the displacement/details. They don't really add anything to the playability and balance to the map.

taotd: This is pretty much identical to cp_well's setup. And long/drawn out and steamrolling is an oxymoron, but I do understand what you mean. Just don't play it if you don't like that kind of map! Simple enough.

It was being hosted today by the SA Goons, and it won 2 NextMap votes just in the 2 hours I played on the server. So I am satisfied. Its definitely not professional quality visually, but I don't care. As long as its not 2Fort or Hydro I am satisfied.