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New Submission: cp_death_x_final

Discussion in 'Maps' started by cybersquare420, Nov 4, 2008.

  1. cybersquare420

    cybersquare420 L1: Registered

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    Downloads: A new file has been added by cybersquare420:

    cp_death_x_final

    cp_death_x_final is a control point map with 4 points. Both teams start out with one point capped. The remaining two points can be capped in any order. A team must own three points to cap the apposing teams point for the win. Players start out with low gravity (1/4 normal). Upon capping a point ,or even passing through a cap zone, a player's gravity will switch to 2x (effectively killing ability to jump). Players can choose to fight on in this handicapped state, or they can return to spawn, or to the roof of one of the houses, to regain their high jump. Players gravity returns to "normal" (1/4 normal) upon respawn if they die.

    I have gone as far as i want with this project. I have included the .vmx file so any other mappers who wish to improve upon the design, or custom gameplay, they may due so with ease. I heareby release any and all copyright rights i may have have had... lol)

    place the like named .txt file in the maps folder with the .bsp file to see custom gameplay instructions on the chalk board.

    Please enjoy...

    --cybersquare420--
     
    Last edited: Nov 14, 2008
  2. cybersquare420

    cybersquare420 L1: Registered

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  3. cybersquare420

    cybersquare420 L1: Registered

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    bump...
    i don't normally do this, but i never got any feedback on this effort... i guess i just wonder what people think...
     
  4. Dox

    Dox L8: Fancy Shmancy Member

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    Sorry man, your map isnt getting feedback because lacks attempts to be realistic (by TF2 standards style)

    People here can give you advice on balance issues, graphical glitches, ways to make your map look better, and so forth, but your map is a textured orange map (oxymoron, but you understand what I mean). It's perfectly symmetrical, so there is nothing we can comment on about team balance, it makes no attempt at realism, so we cant give pointers, or offer suggestions as to the type of wood you used here or how "a couple barrels there would work for cover and keep with the design."
    And to your credit your map looks like it isnt a complete sniperfest (though it looks like snipers are a it overpowered on it, LOTS of long strait shots without cover.) so we dont need to harp on you on that point... but there really isnt anything I can say about it.
     
    Last edited: Nov 12, 2008
  5. cybersquare420

    cybersquare420 L1: Registered

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    ok, thank you... i really enjoy a lot of orange maps and was actually trying for a "textured orange map", so ill take that...
    i was aware of sniper OP issues, and attempted to take care of them by making a back way to most sniping points that is out of sniper's view. I had hoped this would help to offset the sweet shots they could line up. In the future i will endeavor to take greater measures... (again, thanx for input)
    I wonder what anyone thinks of the gravity manipulation i did in the map... during playtesting we thought it added an interesting twist to game play... any thoughts?

    feedback in most of its forms is always appreciated!

    PS i know its a little rough, but it is my first map ever... it was as much to learn hammer, as it was to make a successful map release... that said, i still want feedback with wich to move forward with my mapping efforts. (unless i'm hopeless...lol)
     
    Last edited: Nov 14, 2008
  6. cybersquare420

    cybersquare420 L1: Registered

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