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Discussion in 'Maps' started by Vilepickle, Apr 3, 2008.

  1. Vilepickle

    Vilepickle L7: Fancy Member

    Positive Ratings:

    Stag - cp_stag_b4



    Title: cp_stag_b4
    Version: Beta 4
    Filename: cp_stag_b3.bsp
    Created By: David Lohmeyer - REV6|VilePickle
    Author Email:
    Type: CP
    Compile Date: 4/3/2008
    Development Cycle: Beta 1 -> Beta 2 -> Beta 3 -> Beta 4


    -The section of the underground tunnels that was not used often has been removed.
    -With this removal, scouts can now use the new kegs at the CP5 underground exit to get out. Demomen and Soldiers can still get out of this area as well.
    -The underground area has had detail added to it, and new signs now provide much more direction to players.
    -The underground tunnels are now wider, so it should make players feel less cramped in the stretch that still remains.
    -CP5 floor has been re-detailed.
    -Fixed the fade distance on some props near CP5.
    -Barrel added outside the main resupply so players can double jump to CP4 easier.
    -The lip on the base overhang outside is slightly larger, so players can double jump and land on it more reliably.
    -The ledges on the middle dropdown are higher so scouts can double jump out if they land on them.
    -The spawn advantage for taking CP4 is no longer quite as large.
    -Building is no longer permitted on CP/4 rafters.
    -Optimized the middle area some.
    -Fixed some texture errors.
    -Optimized some lightmaps, so the file size should be slightly smaller.

    -Default spawnwavetimer is now 7 (~10-14 sec spawn), up from 5 (7-9 second spawn). When the offense captures CP4, this reduces to ~4-6 seconds to compensate for the forward spawn distance from CP4.
    -Added some detail to the spawn rooms
    -The glass in the upper CP5 room is now more transparent
    -The locked spawn door for defenders now opens when the enemy wins the game to make clean-up easier
    -Tweaked the capture triggers on CP2/4 and middle to be more accurate
    -Outside phone wire size reduced

    -Changed map timer to 9 minutes instead of 10, since it's smaller than other 5-point maps.
    -Default spawn timers changed to ~15 seconds max instead of the 9 they were at.
    -Players who capture the enemy's 4th CP will have a slight spawn timer reduction to compensate for absence of second forward spawn.
    -When a team loses their 2nd control point they will no longer be able to get out of their front CP2 spawn exit. This makes it slightly easier for offense to hold, and encourages players to retake the point. Signs in the spawn room change accordingly so players don't get confused when this door locks.
    -Middle cap point timer changed to 24 seconds for 1 player (Granary default) instead of 30, so players can reclaim the middle easier.
    -Final cap timer changed to 8 seconds for 1 player instead of 12 to conclude the game slightly easier.
    -Underground tunnel system has been widened, so it's no longer as cramped.
    -Two small health and ammo packs added to the sides of the sniper deck to help players retake the middle CP.
    -Outside has been optimized more.
    -Ladders in the sewer raised to avoid confusion about being able to use them.
    -Red logo in sewer resized correctly.
    -Players running along the ledge outside will no longer get stuck at a point.
    -Some additional signs added to clarify paths (like the small ramps up in the box room as an alternate method to get up).
    -Spawn doors no longer have intersecting brushes when open.
    -Reduced brightness outside slightly.


    STAG Industries has started supplying BLU and RED with new technologies. BLU and RED CEO's deem this unacceptable. Since they are located close to one another, they begin a war. Who will win the battle for STAG Industries' 100% backing?

    This is a map from Quake 3 Fortress and Enemy Territory Fortress. It was arguably the most popular map in both mods, and I am attempting to do it some justice. It was CTF, but has been turned into a CP map. The reasons for this include CTF not being as popular, the map being semi-large, and the fact that I haven't done a CP map of this type yet. The map's layout is quite unique for CP play, so I hope people will find it fresh, rather than bland like most people find some linear CP maps. Comments on item placement, CP timers, and other things are welcome.



    Program: Hammer
    Known Bugs: None
    HDR: Yes
    Compile PC: Core 2 Duo 6400, 2GB RAM


    the Proctologists Clan
    All* Clan
    Shmitz - Textures



    Extract the zip file to
    ...Steam/steamapps/$$Your Steam ID$$/team fortress 2/tf/maps

    Create a server with cp_stag_b4

    ©2008 David Lohmeyer.
    All Rights Reserved

    Team Fortress 2 is a registered trademark of Valve Software.
  2. beefwellington

    beefwellington L1: Registered

    Positive Ratings:
    I look forward to trying this out after work today. I've pugged with some of the tP guys and they keep telling me to check out this map so I gotta :p I'll post back with comments later.

    - little confusing at first to navigate around inside but got the hang of it
    - seems a bit too cramped on the inside for my liking, sorta like Junction.
    - The middle is nice and its something different. Good work
    Last edited: Apr 4, 2008
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