- Sep 10, 2008
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cp_observatory_b4
cp_observatory_b4
Complexity Within Simplicity:
Welcome to Observatory! I was inspired by Steel, but noticed some negativity towards it over it's complexity. I also love Gravel Pit, but wanted to make a map where there was more incentive to defend both A and B.
My goal in Observatory is to have a map with deeper strategic value within a rather simple layout. BLU gets to choose what kind of advantage they want when assaulting C, and RED must shift their forces to counter BLU's assaults. Just remember, a team that only defends C is bound for failure!
I hope you enjoy this map!
Point C - Final Point
Objective:
- RED team wins by defending C.
- BLU team wins by capturing C before the time runs out.
Map Layout
Other Notes:
- Capturing A opens additional paths, allowing BLU team to directly access to C.
- Capturing B destroys a bridge, restricting RED team's access to C.
- C cannot be captured until either A or B is captured
- RED team cannot regain control of a point once BLU has captured it.
Map Overview
Main Entrance
Point A
Point B
Beta 4 Released on October 6th, 2008
-BLU can now return to the upper spawn room without respawning
-Both teams can now access enemy spawns during humiliation
-Reduced number of BLU's access points to C
-Added new routes to the Control Room, accessable by capturing B
-Added more cover on C for both teams
-Lowered the Control Room
-Reduced spawn time for BLU; removed adjustments capturing points made
-Added more access points to B
-Reduced capture times
-Shifted locations of items; added more
-More polish
Beta 3 Released on October 1st, 2008
-Fixed players getting stuck in spawn doors
-Fixed "one way door"
-Changed respawn times
-Replaced staircase to Control Room with one large ramp
-Added more routes to C for attackers
-Capturing A now opens additional routes to C
-Capturing B now opens main entrance door
-Added an extra route to C for defenders
-Raised walls and added extra cover for B
-Locked Point C until either A or B is captured
-Shuffled item placement; added more
-More polish
Beta 2 Released on September 27th, 2008
-Removed vent system
-Increased cap times for all points
-Made C harder to defend
-Fixed players getting stuck in doorways
-Fixed rocket launch not resetting at round end
-More optimization
-Added more healthpacks
-Fixed respawn times being too long
-Increased brightness in some areas
-Visual details to suggest deathpits
-Capturing B now prevents RED from directly accessing C
Beta 1a Released on September 26th, 2008
-Fixed menu photos not showing
-Fixed misplaced ambient sound
Beta 1 Released on September 25th, 2008
-First public release
Special thanks to all members of the dejavu clan
cp_observatory_b4
cp_observatory_b4
Complexity Within Simplicity:
Welcome to Observatory! I was inspired by Steel, but noticed some negativity towards it over it's complexity. I also love Gravel Pit, but wanted to make a map where there was more incentive to defend both A and B.
My goal in Observatory is to have a map with deeper strategic value within a rather simple layout. BLU gets to choose what kind of advantage they want when assaulting C, and RED must shift their forces to counter BLU's assaults. Just remember, a team that only defends C is bound for failure!
I hope you enjoy this map!
Point C - Final Point

Objective:
- RED team wins by defending C.
- BLU team wins by capturing C before the time runs out.
Map Layout

Other Notes:
- Capturing A opens additional paths, allowing BLU team to directly access to C.
- Capturing B destroys a bridge, restricting RED team's access to C.
- C cannot be captured until either A or B is captured
- RED team cannot regain control of a point once BLU has captured it.
Map Overview

Main Entrance

Point A

Point B

Beta 4 Released on October 6th, 2008
-BLU can now return to the upper spawn room without respawning
-Both teams can now access enemy spawns during humiliation
-Reduced number of BLU's access points to C
-Added new routes to the Control Room, accessable by capturing B
-Added more cover on C for both teams
-Lowered the Control Room
-Reduced spawn time for BLU; removed adjustments capturing points made
-Added more access points to B
-Reduced capture times
-Shifted locations of items; added more
-More polish
Beta 3 Released on October 1st, 2008
-Fixed players getting stuck in spawn doors
-Fixed "one way door"
-Changed respawn times
-Replaced staircase to Control Room with one large ramp
-Added more routes to C for attackers
-Capturing A now opens additional routes to C
-Capturing B now opens main entrance door
-Added an extra route to C for defenders
-Raised walls and added extra cover for B
-Locked Point C until either A or B is captured
-Shuffled item placement; added more
-More polish
Beta 2 Released on September 27th, 2008
-Removed vent system
-Increased cap times for all points
-Made C harder to defend
-Fixed players getting stuck in doorways
-Fixed rocket launch not resetting at round end
-More optimization
-Added more healthpacks
-Fixed respawn times being too long
-Increased brightness in some areas
-Visual details to suggest deathpits
-Capturing B now prevents RED from directly accessing C
Beta 1a Released on September 26th, 2008
-Fixed menu photos not showing
-Fixed misplaced ambient sound
Beta 1 Released on September 25th, 2008
-First public release
Special thanks to all members of the dejavu clan