Akzo

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Akzo is an attack/defend map where Blu attack the Red base, trying to capture all points before the time runs out. Red have to defend them to win. There are 6 points divided into three rounds.

Updates:

A1 release: Just the base layout with the two first capture points enabled.

A2 release: minor bug fixes

A3 release: Added cp 3 and 4

A4 release: minor bug fixes

B1 release: minor visual and bug fixes, added reroutes, signs, and forward spawn for BLU.

B2a release: Overall change from 4 cp to 6 cp three stage

B3 release: lots of bug fixes. Spawndoors working =D

B4 release: visual and bug fixes. Added lots of detail.

B4a release: I forgot the spawnroom blocks for Blu's seconds spawn. Also added a bit of visual improvements.

Made by Toivo "Chojje" Säwén

Thanks to A Boojum Snark for his libraries, Ravidge for compile help and the TF2 maps chat for cheering me up and helping me with the map.

All complaints, reviews and ideas are welcome and appreciated and can be e-mailed to tovilovan@hotmail.com.
 
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Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,865
2,972
Can you give more idea of the gamemode? We obviously can't see the HUD, hence we can't tell the gamemode/layout. "Attack/Defend" can be several types of maps. Seeing that you added "points 3 and 4" it's either multi-staged, a 4-CP Gravelpit-type map (if so, expand on the gameplay ideas), or a shortened Steel gameplay.

So please, do tell.
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
Aahh, another one with that gamemod. I thought I was the first :p


The screenies look good! I will keep following this one. :D
 
Apr 19, 2009
4,460
1,722
You need to put in the 2nd path to cap 4 ASAP. It is just to great of a choke point that BLU has a very hard time breaking out. Other than that it is a very cool concept for a map. :thumbup:
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
It is remarkably rare, I know =D

I was thinking of making it dustbowl-style, but previous experiences of team_control_point_round:s has made me a bit cowardly ;)
Do you know that A Boojum Snark has made a very helpfull file; all the gamemodes are in it. So you just have to copy and paste it. Take a look at it! :D
 

Tinker

aa
Oct 30, 2008
672
334
Haha, awesome. You might want to put a few more chemical things inside, though, to emphasize that. I took a small walkthrough of your map, and here's what I noticed:

- The BLU spawn is original and awesome. Keep it that way, but be sure BLU spawns within an area that can't be seen by RED. This is to prevent sniper camping.

-
cp_akzo_a40000.jpg

Cube maps hurp

-
cp_akzo_a40001.jpg

There are quite a few of things like these that look weird in your map. Scout them out!

-
cp_akzo_a40003.jpg

Same here. Also, the light seems too bright.

-
cp_akzo_a40002.jpg

There's this ledge you can jump to as soldier or demoman. It's a pretty cool ledge to walk around on, but be sure it doesn't affect gameplay too much. Also notice how you can see through the skybox from this spot.

- Generally, I really like the look of your map. However, with all the big buildings and interesting architecture, isn't there a lot more you could've done vertically? When walking through, I kept expecting some of the rooftops to be available through staircases in buildings.

- As above, some caps only seem to have only one route of getting there. What if you gave the map some more vertical accessibility, and also opened a few new cool routes up that way?

- There's a lot of strange playerclipping. Most fences AREN'T playerclipped, while some boxes that look accessible are.

I hope this helps!
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Thanks for that post =D You've got a lot of points there.

When planning the map I was thinking of making a lot of indoor areas, but I found it quite hard making them look good. But now when you speak of it I got a great idea for adding a reroute to the second point. Thanx for that input.

In fact, I hadn't had time to test it with friends until today, and we've got a demoman g33k who stickyjumped into a lot of places where the clips were missing xD so I'm working on fixing all those.

I love your skin btw ;D;D

EDIT: I'm glad you like BLU spawn, I'm pretty pleased with it myself. Actually some of my friends pointed out that it was fun with a little setup battle. I had to use a hl2 sound for the train though, hope nobody notices :$
 
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Tinker

aa
Oct 30, 2008
672
334
Be sure to register it for gameday once you get a few more routes down (be sure to have some nice little inside hiding places as well, to hide teleporter exits and for spies/pyros to ambush and such).
 

Dustoxx

L6: Sharp Member
Jan 9, 2009
304
43
The window models are all flying, wich means that they arent placed good in the wall. I've added some screens to show the problem;).
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
After some gamepplay test, i think the point are way too fast to take, red can't really create a new defense after a point is taken.
 

tovilovan

L6: Sharp Member
Jul 23, 2008
391
104
Have you tried it ona map with... how many players? I played it 5on5 and BLU had a hard time getting past RED defense on CP3... I guess that depends on what classes you use. I've tried to make as few obvious sentry spots as possible and encourage other classes.
 

flubber

L4: Comfortable Member
Nov 16, 2007
171
35
It was a 12v12.