Pride Rock - Symmetrical-mirrored 5CP map based on "The Lion King's" pride rock with jump pads. cp_priderock - Experimental large and wide open symmetrical-mirrored 5CP map with jump pads (a bit of Quake-style gameplay) with industrial jungle setting (may change). The middle point was based on The Lion King pride rock
A1a: 02-05-2016 (22 build - Hotfix): - Fixed clip exploit; - Minor cosmetic changes. Read the rest of this update entry...
A2: 02-06-2016 (23 build): - Fixed spawn area exploit; - Increased time for capping points; - Minor fixes and changes; - Minor gameplay changes. Read the rest of this update entry... Now players can leave this area without using jump pad. Also this changes will be increased defend and attack of the second point. Spoiler: More info Removed unused area. Added large ammo pack.
I tried the map out, and it's great! I didn't find anything wrong with it, but i'm sure others may find something. I like the idea, and the jumppads are awesome! Keep up the hard work!
There are still a few things that I need to finalize. Also I tested map with non-tf2maps.net communiti (a1-version) and cap time was pretty fine, so i'm goona to return cap time value from a1-version in the next version.
Tested this map on my server. People liked it's beautiful sceneries and jump pads, but it dissapointed me that all roofs in central area have invisible walls blocking them. Please make roofs accessible. And of course there is a lot of room for landscape and texture improvements, I'm sure if you will keep on working on this map it will become great!
Really fun map to play on! Large environment made the game play fresh and new compared to the standard maps. Even Pyro on this map performs well as the large spaces provide excellent flank routes! (played with the TF2PublicFerret community) Can't wait to see how this map turns out when it's fully completed
Changelog: A3: 06-05-2016 (Build 32): - Layout redesign; - Fixed player stuck in some areas; - Redused respawn time; - Added temporarily cubempas; - Balanced capping time; - Forward spawnsrooms are always blocked now. - Redesigned jumpads (visual and logic); - More jumpads; - More covers; - Changed the number and locations of ammunition packs and health kits; - Better layout navigation; - Other fixes and changes.
IMO jumpads might be a litlle bit OP? I mean,it's not like a PASS or MvM map *coughcough* But it looks like it plays just fine. And obviously,the map looks really awesome. What are you waiting for dude? Upload it into an imp/gameday. NOW. ¬3¬
Jumppads in my opinion are really fun to play around on dependant on how they are set up, but during a fight could be annoying for someone can easily escape or you could accidentally step on one and disengage. I think they can work on gamemodes like cp but should be kept to a minimum.
Agree with that, I'm trying to make them maximum useful+fun (I think it's already) and minimum annoying.
A4: 06-15-2016 (Build 34): - Fixed player stuck in some areas; - Сhanged lighting on 2nd point; - Removed doors at team base; - Rebalanced respawn time; - Redesigned jumpads (logic); - Less jumpads; - Changed the number and locations of ammunition packs and health kits; - Better layout navigation; - Other fixes and changes. Read the rest of this update entry... Spoiler: Screenshots
A5: 06-19-2016 (Build 36): - Added ramps on middle point; - Added another route on both team base; - Rebalanced respawn time; - Changed size of health pack under main spawn; - Rebalanced capturing time; - Gameplay changes and impruves; - Minor lighting changes and impruves; Read the rest of this update entry... Spoiler: More info Now, players can climb to here by using another way. ps: this temp made stairs, in beta version this gonna be look different and better (also they are not clipped now). New way to here. How attackers can see what's going up there.
Could you put screenshots inside a spoiler in the future, page jumps up and down when it loads pictures