- Jan 28, 2009
- 57
- 23
CTF Sandstorm
A Reverse CTF map by Connect_Four
Sandstorm is a twist on your average CTF style of gameplay.
You must bring the intel to the enemie's base and plant it at either of the two capture zones. First to 3 caps wins.
Changelog:
Alpha 2:
-Added a setup time of 60 seconds
-Added the func_respawnroomvisualizers that I left out in Alpha 1
-Reduced size of ramps in spawnrooms
-Added a second resupply locker to spawns
-Changed the height of the upper inside cap, so that you will not incur fall damage
-Added more health and ammo around the map
-Changed position of outside cap
-Added a catwalk area to the outside cap, providing height advantages for defending team
-Added a connecting route between both the inside and outside cap
-Placed a line of hazard tape designating the line between where the intel can and cannot go inside the spawn room
-Added a cave route the leads up to the side tunnel used by the defense, added a room to correspond with this
-Completely reworked the middle point, this change includes:
-A house with 4 entrances from either side
-Removal of all water
-Fixed up the lighting to make it more attractive and less of an eyesore
-Added a new system for capping the intel:
-When the player carrying the intel stands on the capture zone, they must wait 5 seconds
before the capture zones activates. This will reduce suicide rushes and give the
defending team some time to backtrack and protect the point
-Stepping off of the point will reset the time back to 5 seconds
-A vocalized countdown has been added to all capture zones to help the confused
-Lots of optimization. Nodrawed alot of surfaces I didn't catch in Alpha 1
-Added a 3d skybox, nothing too amazing yet
-Changed spawntimes
-Added paint patches to the ground to designate where ammo and health packs are
Alpha 1:
-Initial release
Here are the people that I would like to thank for helping me in someway or another in release this map:
-Acegikmo: For the Valve environment library
-Scorpio Uprising: For helping me with lighting and cubemap issues
-MangyCarface: For inspiration to build upon the foundation of Reverse Capture the Flag
-Shmitz and Youme: For the TF2maps.net posters
-TF2maps.net: For hosting my map in gamedays, and the great community that gives support and assistance
Please help my improve upon this map by giving helpful feedback, comments, and suggestions.
A Reverse CTF map by Connect_Four
Sandstorm is a twist on your average CTF style of gameplay.
You must bring the intel to the enemie's base and plant it at either of the two capture zones. First to 3 caps wins.
Changelog:
Alpha 2:
-Added a setup time of 60 seconds
-Added the func_respawnroomvisualizers that I left out in Alpha 1
-Reduced size of ramps in spawnrooms
-Added a second resupply locker to spawns
-Changed the height of the upper inside cap, so that you will not incur fall damage
-Added more health and ammo around the map
-Changed position of outside cap
-Added a catwalk area to the outside cap, providing height advantages for defending team
-Added a connecting route between both the inside and outside cap
-Placed a line of hazard tape designating the line between where the intel can and cannot go inside the spawn room
-Added a cave route the leads up to the side tunnel used by the defense, added a room to correspond with this
-Completely reworked the middle point, this change includes:
-A house with 4 entrances from either side
-Removal of all water
-Fixed up the lighting to make it more attractive and less of an eyesore
-Added a new system for capping the intel:
-When the player carrying the intel stands on the capture zone, they must wait 5 seconds
before the capture zones activates. This will reduce suicide rushes and give the
defending team some time to backtrack and protect the point
-Stepping off of the point will reset the time back to 5 seconds
-A vocalized countdown has been added to all capture zones to help the confused
-Lots of optimization. Nodrawed alot of surfaces I didn't catch in Alpha 1
-Added a 3d skybox, nothing too amazing yet
-Changed spawntimes
-Added paint patches to the ground to designate where ammo and health packs are
Alpha 1:
-Initial release
Here are the people that I would like to thank for helping me in someway or another in release this map:
-Acegikmo: For the Valve environment library
-Scorpio Uprising: For helping me with lighting and cubemap issues
-MangyCarface: For inspiration to build upon the foundation of Reverse Capture the Flag
-Shmitz and Youme: For the TF2maps.net posters
-TF2maps.net: For hosting my map in gamedays, and the great community that gives support and assistance
Please help my improve upon this map by giving helpful feedback, comments, and suggestions.
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