Apollo

CTF Apollo A2

Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Apollo - A defuse map set in and around a rocket facility.

Made for the Pick it Up! contest.

This is a map based on CS:GO's defuse gamemode (loosely, because of how different TF2 and CS:GO play). Fight in and around a looming rocket launch facility set in what would normally be a granary.

How does it work?
BLU: Grab the bomb from outside your spawn and take it to either bombsite (control point) to plant it (capture the point) before time runs out, then defend the bombsite until the time runs out.
RED: Prevent BLU from planting the bomb until the timer runs out. If BLU gets the plant, defuse it (recapture the point) before the timer runs out.

Special thanks to TheFluffycart for his defuse map prefab, as well as everyone that watched me build it and gave their input.

Screenshots:
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Mâché

Big Ferret
aa
Sep 7, 2015
381
301
Changelog:
-Ditched the defuse idea entirely (sorry Fluffycart! :( ), replaced with g-pit style a/d ctf (but with no C); BLU must cap both points in any order to win, and need the bomb with them in order to cap; upon the first capture, BLU has to get a new bomb from whichever point they captured. RED only needs to prevent BLU from making both captures until the time runs out.
-Rocket room is now completely closed off until at least one point is capped
-Sealed RED's observation room into rocket room entirely (you can still see through it, just not use it as a dropdown)
-Clipped off deathpit from rocket room because it added nothing to the area, adjusted health nearby to compensate
-Removed weird balcony opposite observation room in rocket room to simplify geometry
-Opened up trainline from BLU spawn yard to beginning of round route to B
-Removed shutter element from door below round corridor at B and made the garage door at A a static element
-Added sightline-blocking walls to the lower window room (at rocket room) and the upstairs room near B
-Widened the ramp up to the aforementioned upstairs room at B to block a sightline along the round route
-Fixed some annoying geometry and other minor bugs
-Rotated map lighting nearly 180 degrees to light the outdoor areas better
-Removed Herobrine

Todo:
-Properly fix the control point sounds because right now they're fucked, but at least some of them work, and I'm tired af, so that'll be for A3.

Read the rest of this update entry...