- Jan 31, 2008
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Downloads: A new file has been added by Acegikmo:
ctf_magnetic
Hello
This is the first map I release, and I'm kinda excited to see what the community thinks about it.
This map is a melee-only ctf.
The 2 teams start on their own side of an arena. This arena has a wall in the middle, that stays up for 25 seconds after each capture of the intelligence. As a punishment for the team who got their flag captured, a train will run through their base, crushing the people who are in the way!
Each spawn room has a dispenser in it.
This is simply because having a resupply cabinet there would be insane, since the spawn is very close to the combat area.
A dispenser heals slowly, and the person who is low on health will have to consider whether he want to stand and wait at the dispenser, or risk dying.
Also, the scout doesn't have any weapons at all.
This is because the scout is simply too fast for a small map like this, so he has to have some drawback.
I've been through alot of playtesting on this map and I hope you'll like it!
Also, thanks [Ci] and =58th= for helping me playtest this!
It wouldn't have been released without you
Screenshots:
http://img443.imageshack.us/img443/7750/ctfmag1gn0.jpg
http://img443.imageshack.us/img443/2412/ctfmag2tm7.jpg
Here is the full changelog:
ctf_magnetic
Hello
This is the first map I release, and I'm kinda excited to see what the community thinks about it.
This map is a melee-only ctf.
The 2 teams start on their own side of an arena. This arena has a wall in the middle, that stays up for 25 seconds after each capture of the intelligence. As a punishment for the team who got their flag captured, a train will run through their base, crushing the people who are in the way!
Each spawn room has a dispenser in it.
This is simply because having a resupply cabinet there would be insane, since the spawn is very close to the combat area.
A dispenser heals slowly, and the person who is low on health will have to consider whether he want to stand and wait at the dispenser, or risk dying.
Also, the scout doesn't have any weapons at all.
This is because the scout is simply too fast for a small map like this, so he has to have some drawback.
I've been through alot of playtesting on this map and I hope you'll like it!
Also, thanks [Ci] and =58th= for helping me playtest this!
It wouldn't have been released without you
Screenshots:
http://img443.imageshack.us/img443/7750/ctfmag1gn0.jpg
http://img443.imageshack.us/img443/2412/ctfmag2tm7.jpg
Here is the full changelog:
Code:
_____ _______ _______ ___ ____ _______ ______ Changelog
/ ___/ /__ __/ / _____/ / _ |/ _ \ / ___ / / ____/
/ / / / / /____ / / | / / / / /__/ / / /____
/ / / / / _____/ / / |_/ / / / ___ / / //_ /
/ /___ / / / / ________ / / / / / / / / / /__/ / __ __ __
/_____/ /_/ /_/ /_______/ /_/ /_/ /_/ /_/ /______/ /_/ /_/ /_/
=====================================================================================
Map by Acegikmo for Team Fortress 2
=====================================================================================
------------------------
Added feature (+)
Removed feature (-)
Changed feature (~)
Half working feature (/)
------------------------
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ctf_magnetic beta Changelog:
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/ Added additional pyro class forcers, but they still aren't working for non-admins.
+ Added a wall in the middle that is down for one minute,
then goes up for 30 seconds, repeating the process.
+ Added spawn blockers, preventing the teams to enter the other's spawnrooms.
+ Added cubemaps
+ Added 4 health pickups
*playtest*
~ The middle wall now starts up, letting the people do what they want for 30 seconds.
+ Added detail next to the middle wall.
/ A timer that only displays the 30 seconds before the wall comes down.
+ Added windows to the middle wall
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ctf_magnetic beta 2 Changelog:
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- Removed the possibility to block the middle door by walking towards the window
while it's going down.
- Removed the possibility to block the middle door by standing upon it against
one of the walls while it's going up, the player now dies.
+ Added non-functional doors to give a more realistic feel to the map.
/ Added Spectator cameras that doesn't work
~ Increased lightmap detail
~ Rotated the spawnroom dispensers 90? for better looks
*playtest*
- Removed spectator cameras that didn't work...
+ Added the feature to remove weapons instead of removing their ammo.
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ctf_magnetic beta 3 Changelog:
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*playtest*
/ Melee weapons only - But pyro has shotgun?
~ Ok, got that fixed now! (Damn typo)
+ The messages when cheats gets turned off/on are now showing in the chat window,
which is not good D:
- Removed the sv_cheat switching. Cheats is on from the beginning
*playtest*
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ctf_magnetic beta 4 Changelog:
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~ Fixed a bug in the blue spawnroom where people would die while changing class
+ Added more detail to the ceiling.
+ Added an invisible wall during the initial "wall" phase,
to prevent scouts from jumping over it before the game has started.
This wall is not up in the "wall" phases after the first one.
+ Added a trap on both sides. When a team captures the flag,
a piece of the enemy floor lowers,
creating a hot/cold pit that damages the players in it.
+ Added soundscape (Ambient sound) to the main room.
+ Added working spectator cameras!
+ Added a welcome camera showing a small introuction room with the map name in it.
+ Increased cap limit for each round to 10 captures
- Removed an old test welcome camera
+ Added wall detail
> Firebell
> Exit signs
> Sirens
~ Heavily Improved spawnrooms! (Lifts, wall detail, overlays etc.)
~ Changed textures on the ramp up to the arena, so it fits the new sexy spawnroom.
/ Spawntimes reduced to 5 seconds, but it doesn't work...
+ Added a health icon to the text that displays when the wall arise.
~ Changed it to a house icon, since the health icon did not display properly.
*playtest*
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ctf_magnetic beta 5 Changelog:
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*big playtest*
+ Added frames to the windows on the wall.
- Removed collision from the lamps at the intel.
*playtest*
+ Changed ceiling metal and added some metal on a few support pillars.
~ FIXED THE MELEE PROBLEM!!! \o/
No cheats needs to be on, and no chat spam!
The weapons are removed,
and you autoswitch to the melee weapon after you walk a bit.
~ Changed a texture on the red side that had some lighting issues
~ Aligned a few textures
~ Improved sky quality
+ Added 2 hint brushes for slightly improved performance
+ Added a vent in each spawnroom
- Playerclip wall removed
*big playtest*
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ctf_magnetic beta 6 Changelog:
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~ Changed the elevator triggers to fix the bug where
it stuttered when 2 players were on it.
~ Reduced the dispenser heal amount by 80%
- Removed the pits
~ Fixed 15 leaks...
+ Added frames and tracks for a train to be added
*playtest*
+ Added functional trains with sound and damage.
+ Added a feature that makes the middle wall lower when a team wins
- Removed the scouts' baseball bat
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ctf_magnetic beta 7 Changelog:
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- The ability to be able to build sentries/teleporters/dispensers
through a macro is now impossible.
/ Added team spawn message.
+ Added my name and E-mail adress in the map as an overlay texture in the spawnrooms
*playtest*
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ctf_magnetic beta 8 Changelog:
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~ The middle door design has been changed
*playtest*
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ctf_magnetic beta 9 Changelog:
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~ The props behind the garage doors have been changed to prop_detail
~ Changed some geometry to func_detail
~ The train sound sometimes got stuck looping. I think I have fixed it now.
~ The 2 pieces that is supposed to look like it is making the door stop,
doesn't look good with the new door. They are now changed a little.
+ Added a texture to 8 surfaces which could be seen if you got killed and slid
past a playerclip brush. Happened mostly when you got killed by the train
~ Reduced the sound volume of the dispenser heal sound
~ Changed the props behind the garage doors to prop_static instead of prop_detail
*big playtest*
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ctf_magnetic beta 9b Changelog:
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+ Added another timed door.
~ Reduced wall uptime by 5 seconds
- Removed the added time wall...
+ Added extra hurt triggers to make sure you die when hit by the train
~ Increased size of the playerclip in the middle wall, to prevent wall-trading
of the intelligence.
+ Added visible and audible train warnings
- Removed the audible train warnings; they always looped
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ctf_magnetic (Release) Changelog:
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+ Added very small playerclips to prevent the few people that could get
stuck in the middle door
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