- Jul 23, 2008
- 391
- 104
Mayflower Meadows
cp_mayflower is a 5 point linear control point map designed by Toivo "tovilovan" Säwén. The map is/will be set in an alpine lumberyard/mining setting where teams start on top of hills and fight their way down into the valley. When designing the map I've looked a lot at my favourite 5-cp maps Yukon and Badlands, both for inspiration and for sizing. The map is pretty tight and should fit well for 12-24 player games. While the map is not particularly designed to fit competitive play it will probably be balanced enough to work as a competitive map. Clans interested in playing a practice clan war on this map can add me at steam: tovilovan. My clan is a European Div. 6 clan.
To win, either team must capture all control points before the timer runs out.
Current version: _a4
What I need feedback on:
- General game flow. Will the map lead to stalemate or to steamroll?
- Signage. Where is the player directed? Is there any route that players use too much or too little?
- Healthkit placement. Is there enough health/ammo on the map?
- Visual style. This early in the development process I haven't detailed much, but ideas and input are welcome and appreciated.
Thanks to:
A Boojum Snark for his gametype library
Ost for being awesome.
TF2maps.net for helping me with everything.
KURT! clan and the eXhale community for playtesting
You for reading this, downloading the map, jizzing in your pants, and post your ideas/bugfixes/input here.
cp_mayflower is a 5 point linear control point map designed by Toivo "tovilovan" Säwén. The map is/will be set in an alpine lumberyard/mining setting where teams start on top of hills and fight their way down into the valley. When designing the map I've looked a lot at my favourite 5-cp maps Yukon and Badlands, both for inspiration and for sizing. The map is pretty tight and should fit well for 12-24 player games. While the map is not particularly designed to fit competitive play it will probably be balanced enough to work as a competitive map. Clans interested in playing a practice clan war on this map can add me at steam: tovilovan. My clan is a European Div. 6 clan.
To win, either team must capture all control points before the timer runs out.
Current version: _a4
What I need feedback on:
- General game flow. Will the map lead to stalemate or to steamroll?
- Signage. Where is the player directed? Is there any route that players use too much or too little?
- Healthkit placement. Is there enough health/ammo on the map?
- Visual style. This early in the development process I haven't detailed much, but ideas and input are welcome and appreciated.
Thanks to:
A Boojum Snark for his gametype library
Ost for being awesome.
TF2maps.net for helping me with everything.
KURT! clan and the eXhale community for playtesting
You for reading this, downloading the map, jizzing in your pants, and post your ideas/bugfixes/input here.
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